SPLINTER CELL CHAOS THEORY
Expert Mode Stealth Guide
Version 1.6
Title: Splinter Cell Chaos Theory
Producer: Ubi Soft
For: X Box
MSWord: Courier New
Original Created: 5/3/07
Revised completed: 2/14/17
By: Ghidrah
EMaul:
[email protected]
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If anyone wishes to use this guide on their site, I would like to know. I don't
have a problem with its use by others on Gaming forums, FAQ sites, or being
copied for personal use. I'd like to know if it's to be used on a site though,
just so I could drop by to ensure it hasn't been altered. So please send me
your sites URL.
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As with all my guides, find some legit trick I missed, I'll give you credit for
it in the guide and an insert amendment to the guide where it occurs.
As long as the trick, shortcut, etc., etc., can be validated by me without the
use of any kind of cheat codes if (codes) exist for the X Box version of the
game.
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I'm sorry for misleading and or confusing any and all players for level 2,
(Cargo Ship) of the 1.4 version of the guide. I have a couple three profiles
and must have pressed a mission from a hard mode profile and not expert. Most
times I use the mission menu instead of progress because I jump around from
level to level. I get an idea for a new slick or even to amend on one I decided
won't work on the last rewrite. I try it again but different, I should have
known it was too easy.
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Just so there is no misunderstanding for anyone reading and or following the
guide, the times acquired in the guide are do to the saves and where they
occur. The game throws too many knuckle balls for me to get very far when I'm
trying to make time and also be invisible. I'm not good enough or have a blood
pressure low enough not to bleed out my eyes after being repeatedly shut down
by the AI.
Somewhere in the early 2000s I read a short article on a subject that has
earned the name "Grief Code"; I believe it exists in SC. It's easier to find
when one is constantly restarting to verify a tactic/maneuver. You see the
alterations in the movements and actions of the AI. They begin seeing through
walls and hearing from extreme distance over loud noise.
MENU
1. REVISIONS
2. WALKTHROUGH (areas CT1 through CT10 and sub sections)
3. BRIEFING (crap)
4. CONTRACTIONS (often used words or phrases)
5. END GAME STATS
1. REVISIONS
A summery will be given here; I hope I don't add many.
All changes to the guide will be dated and noted at the beginning of each level
where they occur in the game.
6/3/09
1. While playing through the game for this rewrite it was obvious I wasn't
going to be eliminating any KOs or Kills in fact I added Shetland to the kill
list, I'm not sure why I didn't acknowledge it before considering I had
included Lacerda and Neddy. I now consider Shetland dead whether he's shot or
uppercut; the results are the same, COD, broken neck and drowning. The 1st 3
KOs can't be avoided, attempting to avoid the 1st and 3rd will prevent you from
continuing the game the 2nd will lower your success rating to 85 percent. To
date I can't see a way around the last 3 in the Furnace room, I can finagle a
route to the 3rd bomb but can't get to it, too many rabid RBGs with headgear.
So the only thing I was able to do was complete the levels faster with route
changes and more accurate moves. Most of which is due to watching the AI more
carefully to learn their "tells".
2. I've refined the distraction and use and now include both at mission end and
game stats at the very end of the guide. The list is stricter regarding rounds,
objects and actions. A distraction is a distraction regardless of what it is
and how you use it. Even though I've eliminated many it looks worse due to
inclusion of items like open doors and smoke grenades etc, etc. However any
action taken by Sam that doesn't illicit a response, (audible, visual or
physical) from the AI is not a distraction, merely cover.
2/14/17 Lighthouse
A new entry into the caverns a path to crates #1 & 2,
New maneuver through the torture cell that eliminates a distraction
New maneuver over elevated Wkwy eliminating distraction
10/22/12 Cargo Ship
1. A maneuver change to pass by the sleeper and access the 1st cargo bay
eliminating a pistol round
2. Change of route, from exiting the Comm. shack to tagging crate #4.
10/22/12 Bank
Back to picking penthouse door lock for ghosting sake.
2/14/17 Bank
1. New tactic and route through fountain area at Bank entrance that removes 1
distraction
2. I no longer access comp#2 to disable cameras in 2nd floor security enclosure
7/27/08 Penthouse
This change was inspired by "
[email protected]" while corresponding
with Beast he related his MO through the Rooftop Helipad, which got me
rethinking my approach. By modifying and combining both a new stealthier
solution arose. Thanks Beast for allowing me to combine and include the change
in the guide. The change occurs at *-* in Penthouse.
10/24/12 Displace
Maneuver change eliminate 1 distraction, OCP of "Level 2" light at elevator
lobby railing. The only reason I can think of for not calling it a distraction
in the 1st place is that it did not raise a response from the local BGs.
2/15/17 Hokkaido
2 new most daring route changes from mission start to Mic#2
11/4/12 Battery
A new route to Missile Launching area #2, to date it seems eventless.
11/5/12 Battery
Believe I may have found the issue with big doors not opening in Missile
storage area #1
2/21/17 Seoul
New from mission start, -0- damage route from the building to ground
2/22/17 Seoul
New route and maneuvers from 2nd floor of building to the crash site
eliminating 1 distraction
New old new XP route up and over the staging again
6/4/09 Bath House
"Shower room in 1 smoke"! Finally, I worked out a throwing target, route and
movement schedule.
2/27/17 Kokubo Sosho
New route through large red room and eliminating 1 distraction
_____________________________________________________________________________
2. WALKTHROUGH
CT1. THE LIGHTHOUSE
CT2. THE CARGO SHIP
CT3. THE BANK
CT4. PENTHOUSE
CT5. DISPLACE
CT6. HOKKAIDO
CT7. BATTERY
CT8. SEOUL
CT9. BATHOUSE
CT10. KOKUBO SOSHO
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3 BRIEFING
A new thing for my game guides, CONTROL "F", considering how long they're
getting from all the crap I'm adding the function seems like a good thing to
add for someone looking for specific junk. I hope it proves useful.
Unlike what some authors profess, (not seen often and not game specific) that
whatever is written in their guide will work in the "HARDER" modes, (which
isn't always true) however, any method used in an Expert Mode game will work in
any of the easier modes without a doubt.
ALERTS
Verbal or physical by a BG that isn't screamed out or ended with gunfire does
not increase the alarm from 0 to 1. "I think I hear or see something and or a
hand gesture to follow the BG making the statement doesn't screw the ghost in
the area but removes the comment free aspect of the ghost. For the most part
the game is a comment free game, the only time a comment is acceptable in the
guide is when there is no other alternative but the use of a distraction to
complete an objective. That said there are a couple times throughout the game
when an AI comments with no visual or audio reason for it. I'll point them out
when they occur in my run.
CUT SCENES AND INTERROGATIONS
Unless you get all squishy listening to all the cut scenes at the beginning of
each level again and again or interrogations, rapidly tap the action button
when rolling through the conversations to get back to playing quickly as
possible. Speeding through interrogations make me smile, it looks like Sam
repeatedly hugs the bad guys to death.
DISTRACTION
An action purposeful or accidental initiated by you to manipulate local AI into
action with a physical and or audible response leading the AI to investigate
the suspect anomaly. The act of the distraction is to move local AI from point
"A" to point "B" to clear a way for Sam to pass through an area. The severity
of the reaction taken by the AI depends on how blatant the noise and or visual
distraction is.
When an action by you is not considered a distraction, OCP a security dome when
no AI is around to hear the malfunction as in mission 10. Using the steam
valves in the bath area in mission 9, OCP an object in full view of AI and the
action receives no reaction from the AI. However attempt the same action while
passing through the area later in the mission and the AI reaction is
considerably more severe.
Audible
Comment from the AI acknowledging an anomaly and alludes to the possibility of
an intruder.
Visual
AI waves and or points other local AI to suspect position and may or may not
assume an aggressive posture, (hunched over, weps front and ready, gruff voice)
MISSION TIMES
Average Times
Clocked average times are -0- AI comment missions.
Fast Times
Clocked fast times at the end of each level are the best times acquired while
rewriting this latest version. Bear in mind, I did receive comments from the AI
in some areas but never an ID. The fast time recorded on any level with
multiple keypads and comp scans rely on the prior save. I usually restart if I
haven't solved the code when half the allotted scan time has past. To state the
obvious, Sam can't compete with the AI, their too fast, agile, have better
hearing and sight and they rarely miss from any distance. The game is clever
enough to alter the AI's timing from one reset/restart to another to keep you
on your toes it can be maddening at times.
HACKING/EEV
It isn't as much of a problem in the beginning of the game, you have about 16
seconds of scan time in the early levels of the game but, as the game
progresses as in KOKUBO SOSHO where scan durations are 6 to 7 seconds the
important keypads and comps are very difficult due to the running process of
the hack. The duration of a hack may be cut in half. It may only offer 2
fragment locks. The fragments will flick on and off twice as fast, this can be
a problem when using an Xbox. I try to memorize the positions of the 1st 2 or 3
sets and visually scan for them on the list on the left.
The scanner for the glass security door at Kokubo Sosho; that puppy whizzes by
so fast that it often takes 6 to 8 tries or more to get it. I'd save before and
after every difficult hack.
KILLS
I'm not sure why the game doesn't acknowledge the required kills; (Lacerda,
Nedich and Shetland) sanctioned or not it should be and all are now included at
the end of each mission and total game stats at the end of the guide.
LOAD OUTS
Load outs don't really matter; the guide rarely has use for LTLs or rounds. I
speed click through the options, recommended is the first option, so it is
always the one I pick. Prior to this rewrite Recommended was a must have for
Bathhouse; I was never able to get through the shower area, (before the furnace
room) with less than 3 smokes. Last week during this rewrite, I worked out a
method for 2 smokes, on 6/4/09 I worked out a throwing target, route and
movement schedule to get me free and clear into the "U" shaped HLWY leading to
the Furnace room with 1 smoke.
MISSION TIME
Mission times are what show at the end of the level instead of rounded up to
the next whole number and are the best times I've posted to date thanks to the
"SAVE" option. Real time on the other hand, "God I suck!" among other vulgar
four letter expletives is usually what gurgles out of my throat once I'm able
to speak with any coherence.
OPEN DOORS AND HATCHES
If Sam can prevent a door or hatch from closing after a BG passes through it,
said local BGs and any others that enter the area will ignore the fact.
SAVES
I'm not ashamed to save with this game, so many things can go wrong, move too
fast and the guy across a noisy city block hears you. A BG in total darkness,
with his back turned to you and a wall between you sees you and shoots you
through said wall. Did I mention I've cried? With manly "VIRILE" anger of
course!
TIMING
This is the rhythm and duration of movement through the game. If the AI isn't
disturbed they'll be following their routine. The positions of bad guys in the
game may be slightly off relative to the time spent moving and waiting. If
you're ahead of or behind my rhythm, AI may not be where they are in the guide
forcing you to wait longer than you'd like. I advise saving more often than
suggested incase the rhythm is off to allow one to re-sync with the guide if it
becomes an issue.
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4. CONTRACTIONS
There are a few word strings and or phrases that will appear countless times in
the guide, to minimize the tedium of repetition, I've created and logged
contractions below for the most used, incase there's a problem with deciphering
them.
Bad Guy= "BG",
Computer/s= "Comp/s",
Counter Clockwise= "CCw",
Clockwise= "Cw",
Cable the Door= "CtD",
Cable the Hatch= "CtH",
Drop/Hang/Drop= "DHD",
Electronically Enhanced Vision= "EEV",
Electromagnetic Field= "EMF"
Entry Point= "EP",
Exit Point= "XP",
Fast Creep= "FC",
Hallway= "HLWY",
Infrared= "IR",
Left Trigger= "LT",
Line of Fire= "LOF",
Line of Sight= "LOS"
Make Best Speed at or under Ambient= "MBSA",
National Guard= "NG",
Normal Sight= "NS",
Night Vision= "NV",
Optical Cable= "Cable",
Open, Enter/Exit and Close Door= "OE&CD",
Open Enter/Exit and Close Hatch= "OE&CH",
OCP the Camera= "OCPC",
OCP the Light= "OCPL",
OCP the Big Light= "OCPBL",
Optically Channeled Potentiator= "OCP",
Pull the Pistol= "PtP",
Roving Bad Guy= "RBG",
Roving Guard= "RG",
Roving National Guard= "RNG",
Slow Creep= "SC",
Stealth Open, Enter and Close the Door= "SOE&CD",
Stealth Open, Enter and Close the Hatch= "SOE&CH",
Stationary Bad Guy= "SBG",
Quiet Creep= "QC",
Quick and Quiet= "Q&Q",
Quick and Quiet Creep= "QQC",
Walkway= "WKWY",
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CT1. THE LIGHTHOUSE,
Recommended load out
CT1a. Locate Morgenholt, scanning crates 1&2.
CT1b. Masse kernels; scanning crates 2&3; destroy masse kernels
(SAVE)
2/14/17 Lighthouse
A change of route into the caverns to crates #1 & 2,
A slightly new maneuver over elevated Wkwy
(NOTE)
6/15/09, this note is for speeding purposes only.
I found a jump point at the top of the cavern between the perimeter ledge on
the left leading to the mini cave and the bridge on the right. Sam takes some
damage on the landing but to date, always less than half his health, about 3/8;
sometimes less. A few times he's landed in a standing position and lost only a
1/4. This maneuver can knock about 10 to 15 secs off your time regardless of
the 2 other routes.
Once you reach the top of the cavern, (same level as the bridge) stand, go NS
and move left to the wall look across the cavern, locate the 2 patches of
bioluminescent mold/fungus/whatever it is and the dark spot between them, (cave
entrance). Look down at the path/ledge rimmed perimeter of the cave, take note
of the protrusion extending from the ledge pointing toward the cave. This is
the spot you run and jump from, aim for the point between the left patch and
dark spot; run and jump, most often Sam will roll off the wall into the mini
cave or roll right into the cave.
A glitch occurs in the cell area but not always, if Sam scans the crate before
crossing to the exit Lambert will repeat his lines about the crates.
______________________________________
CT1a. Locate Morgenholt, scanning crates 1&2.
Starting out on the beach; set the pistol as primary then run, climb, crawl and
jump your way up and through the crevasse into the cavern. Go NS as you hoist
up the 3 ledges into the cavern. Run to the bridge, half way over it drop to
creep continue to your right off the bridge and along the ledge to the
beginning of the narrow tunnel. Remain in the crouch and hold, 2 BGs will pass
by you unaware, continue through the tunnel, when you reach the crates and
barrels stand and run past them to crate#1. EEV scan the crate then crouch and
creep left down the steps and along the left wall to the EP to the cell area.
Hold at the opening, when the shooter moves away from or turns his back from
the EP creep to the opposite side of the EP then scan the bar codes to crate#2.
Eyeball the cell the shooter is/was in; ensure he's not facing the EP then
creep past the EP toward the steps. Run up the next set of stairs, OE&CD, head
right to the leading edge of the ramp down and hop up onto the stone guard
rail. QQC down the rail, locate a couple of magazines on the floor below and an
electrical cable to their left.
Have Sam face the gap between the cable and the magazines then move to the edge
of the rail and hold. BG#1 has killed Morgenholt; as #2 walks out of the
torture chamber and past Sam drop off to the floor and QC through the chamber.
MBSA, (make best speed at or under Ambient sound) as you enter the dark twisty
corridor, stand and run as you approach the 1st right turn to the exit; go NS,
quickly CtD, pick the lock, OE&CD.
CT1b. Masse kernels; scanning crates 3&4; destroy masse kernels
QQC along the wall to Sam's right, stay dark till forced away from the wall
past the light, RBG#1 is standing inside tent#1. QC into tent#2; scan crate#3,
go IR to scan the perimeter of tent#2 to locate RBG#2 then QC left out tent#2,
locate the pallets beside tent#2 and below the climbable ledge. Climb up and
bear right into the passageway, MBSA past the sitter, stand and walk through
the right side of the draped opening.
From the WKWY parapet locate crate#4 under the ground level lean-to roof to the
left of the WKWY XP at Sam's 11:00 EEV and scan. Stick to the parapet and slide
along the WKWY, crouch as RBG#1 stops, continue along the WKWY and keep your
good eye on the light meter. Stop when the light meter begins to register then
inch forward till the white dot in the light meter is at the Alarm Indicators
7:00, (under and to the left of the Alarm Indicator/ships wheel looking thing).
You'll be slightly closer to the exit than the BGs below Sam, swing the camera
behind Sam and down toward the BGs. Once they stop talking they'll begin to
walk off, #2 will stop for a moment at position 1, (about 4 or 5 steps) and
then move on to position 2 where he'll 180 to face the exit.
(Note)
It takes #2 6 seconds to reach his 2nd stop and turn around; if Sam isn't
inside the next room and dark he'll be seen. If Sam makes too much noise
entering the room he'll alert BG#3 in the room and the 2 on the ground. When
successful the 2 ground BGs magically swish back to the meeting spot and begin
talking again, I think it's about a wet T shirt contest. I suggest saving here,
the BG in the room is totally unpredictable often shooting Sam without
provocation.
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As the 2 begin to move away allow #2, (the BG facing Sam while listening to the
2) to take 2 steps to begin sliding along the low wall toward the EP. #2 will
stop for a moment while Sam slides toward the EP. Swing camera around toward
the XP, between 1/3 and 1/2way there release from the wall; continue through
the EP along the right side of the exit. Drop to QC once you're in the dark, go
right into the room ensure you don't bump into the RBG in the dark, he can be
at the far left or right side of the room or about 10 feet deep and to the
right of the EP. Ensure you know his position before moving to the laptop.
(SAVE)
Head for the light, locate the comp and the BG, he'll either be standing near
the window overlooking the area you just left or facing the back of the room.
Quietly access the comp and QC out of the room. Proceed through the curtain
covered opening and outside, accelerate to QQC down the stairs, there are 2 BGs
talking, turn right, at the bottom of the stairs and EEV crate#5. MBSA down the
steps, continue past the BG in the working in the cave to the right, work up to
a FC until you reach the 1st dog leg in the path. Drop down, from there stand
and run along the obvious path out to the Light house. Cross the bridge and
move CCw around the lighthouse to its EP. Drop to QQC at the lighthouse's 3:00
and locate the door.
(Note)
1 RBG circles the base of the lighthouse CCw and 1 BG circles the lookout at
the top Cw. If you moved like invisible wind, the ground level RBG may be near
the lighthouse EP, if he's in view (usually not), slow to QC to the EP.
The 2nd glitch occurs at the filing cabinet; almost 50 percent of the time
Grimm tells Sam not to bother with the file cabinet and to look for something
more concrete, then later as he climbs the ladder she follows through with the
data he found in the file cabinet.
______________________________________
OE&CD; MBSA up the spiral stair case, stay to the left side railing to the
platform with the table and file cabinet, you'll bump right into the cabinet;
search the cabinet then accelerate up the ladder to QQC, at then ext turn to FC
then stand and run to the ladder. Go NS; stop climbing when Sam's hand touches
the lens floor. At the guides pace the RBG should be ahead left and standing.
Climb up, stay tight to the light as you circle to the exit and out onto the
lookout WKWY. Go CCw locate and Smack the RBG, reenter the tower, flip the
light switch and exit for extraction.
Best time 5:50
Average time 7:40
KO 1
All objectives complete 100 percent, -0- comment from AI.
_______________________________________________________________________________
CT2. THE CARGO SHIP
Recommended
CT2a Locate the Bill of Lading
CT2b Kill Lacerda!
(NOTE)
6/20/09
Man I feel "STUPID" this is the part where I point out how stupid I am and was
2 times.
1. For incorrectly remembering being able to slick the sleeper in expert mode,
it's just not possible.
2. For pressing hard mode instead of expert, not catching it and uploading it
to the Web. Because of the error I asked all concerned to replace "D" with the
"C" version until I could correct any and all errors. I didn't know how many
levels or parts there of were affected because I did most from the "Mission"
option in the menu instead of "Progress".
______________________________________
CT2a Locate the Bill of Lading
You begin on the bow of the Maria Narcissa, ASAP back away and left, FC toward
the starboard railing and aft to the starboard side ladder. Stand and run as
you descend the ladder to the main deck run till Sam cain't run no mo. As you
approach the hatchway look right to the ledge below the gap between the cargo
containers and stop. Face the ledge and press jump twice to hoist up between
the big honkin cargo containers. Stand and run to the intersection then FC left
toward the lighted area. From there, bear right, drop to QQC and drop down onto
the deck. Turn right; locate the RBG, (who is walking away) and the stairs down
to the 01 deck. QQC to the railing and watch the RBG climb the ladder to
portside bow.
As he disappears up the ladder hop the railing to the base of the stair and
stand. Run up the stairs, hook hard left around the railing and aft; halfway
along the railing drop to QQC and into the dark past the end of the railing.
The RBG who just accessed the bow may descend and cross over to the starboard
side, as the RBG disappears to starboard advance on the railing; the sleeper
from below will begin climbing the stairs holding a flare. Wait for the sleeper
to pass by Sam's position above him to hop over the railing and soft drop down.
MBSA to the XP, drop down into the cargo bay, hoist up, run and jump over the
containers. Locate the break in the bulkhead, slide through, locate and tag
crate#1. Proceed to the other side of the Cargo bay and climb up the ladder.
Turn right and FC to the end of the PSWY; turn OE&CH to the overly small
workshop. Pull your pistol, creep forward, aim at the light, go NV and OCPL.
Jump up onto and over the table saw and into the vent. Skooch to the other end
of the duct then pop out the other side and soft drop onto an elevated WKWY in
the Machine Room. Turn, QC along the railing to the bulkhead; jump over the
railing onto the large pipe against the bulkhead. Come to a stop while still in
the shadow. Wait for the BG at the control panel below to walk away to pull the
pistol, left hand it and target the swinging light. OCPL, holster and drop to
the floor QQC to the pump and activate it. MBSA around the BG to the exit,
continue to press action till the hatch slides open.
OE&CH FC to the corner then run along the corridor to the cargo bay hatch on
the right. Enter the cargo bay, leave the hatch open jump and climb your way up
and locate the crate with the paperwork on it, access it then drop off to the
floor.
CT2b Kill Lacerda
Run to and close the hatch to the cargo bay, continue along the PSWY at a run;
go NV and turn into the niche on the right with lifted deck plate. Drop down,
FC through the crawl space and crawl under the piping. MBSA to the next lifted
deck plate to slick the 2 BGs above and just walking by, hop up, out and into
the 2nd lighted niche. QQC right down the steps to the Engine Room, OE&CH and
FC over to and along the railing to Sam's right. A 1/3rd to 1/ 2way along the
railing stick and slide to the end. Release from the rail, QC CCw around RBG#1
to and up the climbing pipe to the 2nd level. At the top of the pipe, jump
right to the railing and pull up. RBG#2 will be on the mid WKWY spanning port
to starboard and RBG#3 may be with or approaching him.
Turn right, MBSA up the stairs to the 3rd level of the Engine Room. If RBG#3
was not with #2 then he'll likely be somewhere on this level, but rarely in
Sam's way. Locate the XP, OE&CH into the PSWY. Turn right, QQC into the
passageway on the right; locate the RBG entering the berthing area if he's
still in the PSWY. Move to the right side of the hatch stick and nose up to the
left side of the vertical pipe near the corner. Stand facing the pipe, once the
RBG's body completely passes the berthing area's door slide toward the opening,
crouch, unstick and enter the berthing area before the hatch closes to prevent
it from closing.
(NOTE)
The open hatch doesn't bother the RBG
______________________________________
QQC toward the sliding hatch in the 2nd half of the berthing area, as you pass
the bulkhead separating the 1st and 2nd half stand and run to the slider open
it and tag crate #2. Turn stand and run out the opening; close the hatch, run
to the berthing area hatch OE&CH. Go NV, crouch and QQC along the headside
bulkhead; QQC around the perimeter to the base of the stairs hard tight left
and hold under cover of shadow.
(SAVE)
Hold at the base of the stairs till the RBG is heading into the berthing area
PSWY or back toward your EP into the HLWY. The RBG looks directly at the base
of the stairs, as he walks by, so wait for him to pass by the corner toward the
EP before climbing the stairs. You need to move Sam up both flights of stairs
fast enough so that the stairwell covers him but slow enough to avoid being
heard.
Stay tight to the left side of the lower flight and to the right on the upper
flight. Follow the corridor around to the next hatchway at a QQC; locate and
enter the vent to the left near the floor. Go NS and pop out the other end turn
toward the 2 BGs and EEV the comp. Exit the room, OE&CH; accelerate from QC to
FC and as you pass the halfway mark in the PSWY stand and run to the exit
outside. OE&CH, locate, run to and tag crate#3 under the stairs.
(NOTE)
Here's admitting to more stupid again, going straight to the Comm. shack has
knocked even more time off the clock. All the new maneuvers in this level have
knocked a couple 3 minutes off the clock.
______________________________________
MBSA up 2 1/2 flights of stairs to the Bridge deck, don't let the noise meter
go above 4 cubes or you'll be heard. Halfway up the 3rd flight turn around and
jump up to the deck. QC to the ladder ahead and climb up to the Comm. deck. QQC
left and around the structure to the Comm. Shack hatch, open it, leave it open
and enter. Pull the pistol and OCP the 1st large screen to the left of the BG,
continue into the room, back around the corner and into the dark beside the
chair near the target console.
(NOTE)
Change of route, from exiting the Comm. shack to tagging crate #4. The 2
monitor OCP counts as 1 distraction.
______________________________________
ASAP, OCP the 2nd large screen to the left of the 1st one, the BG will move to
inspect. Holster the pistol ASAP, as the BG rises from his chair QC to and
access the target comp. QC back to and around the chair for cover. As the BG
moves back to his seat, exit the room and close the hatch. One of the BGs on
the Comm. deck will be at, walking to or away from the starboard side railing,
turn right, stick and slide along the bulkhead to the corner. Quickly release
and do a tight slide around the corner and into the dark. Once the RBG begins
walking away from the starboard railing to portside hop over the railing onto
the emergency life rafts and then to the Bridge deck.
QC forward to the hatch, CtH and locate the captain, OE&CH to the bridge. QC to
the railing and hop over to the stairs below, MBSA along the PSWY, locate and
descend the stairs to the deck below. Pass through the XP and head right along
the PSWY, slow to QC as you reach the left turn, you're apt to see the RBG
entering the mess deck. Enter the room, move to and around the end of the table
then hold when your light meter zeros. The RBG stops near and speaks to Thomas,
watch him, he'll enter a small room at the other side of the mess deck and then
turn left to enter an even smaller room. When the RBG turns left and then
disappears behind the corner of the room stand and run to the hatch.
Crouch and return to the edge of the table then turn right and hold against the
counter. Allow BG#2 to approach from between the 1st and 2nd row of tables,
when he reaches a point about 2/3 along the tables QC along the counter into
the storage room. The 1st storage room holds a tagging crate to the right of
the EP, tag the crate and exit. #2 should be approaching the hatchway with his
back to Sam. MBSA to the XP, enter the previous PSWY, slide the hatch closed
and backtrack to the deck above. Locate and tag crate#5 at the top and near the
Captain's Quarters.
Head for the Captain's Quarters; leave the hatch open and enter the Captain's
Mess; move left to the sink, face the mini fridge and hold. Put up with
Lacerda's whining and wait for him to enter the galley for a snack-N-snatch.
ASAP after passing the edge of the door grab and drag him into the passageway.
Spin Hugo around so Sam is between Hugo and the hatch leading to his body
guards then kill him.
QQC out to the passageway, and left to the opening ahead on the left, QC along
the right side of the passageway to the bridge stairs, QC up and around to the
starboard side hatchway to the left of the Captain. OE&CH turn right, QQC into
the dark and up to the stairs leading up to the aft half deck. Look right as
you QC the stairs to see if an RBG is close, if not continue to QC around the
corner to the ladder and slide down.
Move left along the railing and stop halfway along the bump out. Turn to and
hop over the railing to the main deck and behind the large tarp covering some
crates. QQC around the crates to the final tag and do so. Quietly hop onto the
crates then hop up to the railing. Locate the short ladder to Sam's left and
climb it to extraction.
Best time 9:56
Average time 15:00
Kills 1, Lacerda
Dists 5,
All objectives complete, 100 percent
_______________________________________________________________________________
CT3. THE BANK
Recommended
(SAVE)
2/14/17
1. New maneuver through Banks fountain entrance, even though deactivating the
exterior main entry lights is a distraction, it provides the calmest reaction
from the 3 BGs and it repositions BG#3 from beside the bench and under the
perimeter wall light to the left side of the banks main exterior staircase and
has him facing away from the fountain. This allows you to exfiltrate without a
distraction. However it does increase mission time but not substantially.
2. No longer access comp#2 to disable cameras in 2nd floor security enclosure
(NOTE)
I think this is the easiest level in the game, and the 1st level introducing
the pass code scanner/reader. I suggest saving before each scan till you become
confident.
______________________________________
The level starts near the entry gate of the bank, it's dark and there are 3 BGs
spread out over the fountain area. #1&2 are standing and talking and standing
at the leading end of the fountain, #3 is beside the bench and under the light.
Bear left along the pavement, MBSA toward the bank then drift left over the
grass to the left side of the bank. Locate the exterior lighting switch and
flip it off. Run back to the bank front then left toward the staircase, roll
onto the pavement then MBSA across the front to the right side of the bank then
stand and run as you pass by the ground flood light to the back of the bank and
to the ladder.
(NOTE)
Keep a sharp eye on Sam's noise meter at all times remain at or below ambient
when ever any AI is within sight.
______________________________________
As Sam passes by the last stone arch move quickly left to the bank wall and to
the ladder. There's a wall cam up high, continue running to and jump up to the
ladder then climb to the roof. Stay to the right side of the roof as you run to
the shed with the switch inside.
(NOTE)
Maneuver change, to improve on the ghost I'm back to picking the lock instead
of breaking it. I also discovered that the game won't let you turn the skylight
security system back on when the mission is complete.
______________________________________
Pick the lock, stand, run to and flip the switch close the door on your way
out. Run over to the skylight that popped open when you flipped the switch and
climb down the rope into the teller enclosure. Drop to the floor when Sam is
about 6 feet up, turn around and access a comp with the EEV to kill the
security grid. Hop skip and jump to and over the desk and wall to exit the
enclosure. FC to the front of the bank, drop to QC as you pass through the
doorway. Locate BG#4 and the comp at his feet, EEV the comp and complete the
1st part of the objective.
(NOTE)
Hopefully you have the SCCT manual to help with the hacking process. If not,
use the left thumbstick to move the cursor (left or right) over a highlighted
number set in the right side hacking screen. When you press "X" to lock the
highlighted set in place you also eliminate all the chaff from that column of
the port address. Repeating this process for the remaining address sets usually
delivers success before the hack timer runs down. However, as the game
progresses the hack rundown timer and the duration of a highlighted number set
speeds up allotting less time for the hack to be solved. This situation forces
one to pay attention to the highlighted sets you didn't get to lock and to
locate them on the left side screen for a "Hail Mary" play.
Get into the habit ASAP, keep an eye on any and all of the last 3 sets of
highlighted numbers as you whittle the chaff down, quite often 1-4 or more port
addresses have closely related number sets requiring you to guess or opt out of
the hack. Know this, every time you back out of a hack before solving it, the
next time you begin a scan the hack time is shorter than the previous attempt.
______________________________________
FC back to the teller enclosure room and along the left side of the enclosure
to the lighted anteroom room with the glass door, Ignore BG#5 sleeping in the
chair, OE&CD and avoid the wall camera above the 1st door to your left. QC the
perimeter of the anteroom Cw, the XP is the 2nd door from the left. CtD, OE&CD,
face the glass partition, stand and EEV the target comp for the objective, (Far
left PC case head high). Ensure you are clear of BGs #6&7, when completed
crouch and exit at a QQC, as you round the corner to the stairs go to FC and
drift left into the dark. Once at the top remain outside the Lobby.
(SAVE)
Quickly locate and access the comp on the far right end of the reception desk
to Sam's right for the objective. Crouch and locate RBG #8, he should be
approaching or standing in front of Sam and or just beginning to walk away from
the doorway. Follow him close enough to take advantage of his electronic halo.
If there is an active laser between you then QC to and hop over the reception
desk, hop back up at the other end and then to the floor. Hop up to the
molding, skooch past the last laser and soft drop to the floor. QC into the
short dark HLWY, once inside the HLWY, you want to be close enough to smell
butt crack. Stop; turn and split jump up the wall before #8 finishes his convo
with #9 and turns around.
(NOTE)
If you are unlucky enough to make the jump in time stick to the wall on the
left just after entering the short dark HLWY and move into the corner. Allow #8
to reenter and move to the other end of the HLWY, Follow then split jump and
hold for the next cycle of BGs #8&9.
Once back on the floor and near the window quickly inch toward the window and
stop before the light meters white dot reaches the 8:00 position of the "Alarm
Indicator". If you have a problem keeping up with BG#9, (being caught by a
trailing reactivated laser) as he begins to walk away remain to his 5:00, (a
minutely shorter distance) but be aware that he may stop and begin to turn
right, so be prepared to drift left to his 7:00 as you pass by the leading edge
of the settee.
If you're still having problems getting bagged by the trailing reactivated
laser or from too much noise try moving left to the HLWY wall after dropping to
the floor, stick to it then slide along the wall to and directly across from
the EP. Then as #9 begins to turn away from the EP release and follow.
______________________________________
(SAVE)
Soft drop to the floor after #8 passes under Sam. QC over to the right side of
the HLWY and toward the glass while remaining in the shadow stop when the light
meters dot reaches the 7-8:00 position of the "Alarm Indicator". BG#9 will have
approached the glass to talk to #8. As #9 begins turning away from the glass QC
into the room and to his 5:00, (the distance traveled is shorter than to his
7:00 and easier to attain). #9 may stop for a second and comment on hearing
something and then continue on. If you move too fast, noisy or close, too bad;
if not remain at his 5:00 and follow him. Split off as you approach the
kitchen, QQC to the other side of the kitchen and stop where the next HLWY
begins.
(NOTE)
Regarding the camera in the dark room ahead, it's on the wall to the left of
the EP; if you're following the guide very closely you can bypass the room and
camera, run through the Hlwy, right at the poly sheet enclosure then roll past
the opening.
______________________________________
Wait for RBG#9 to 180 to move Sam to, through and to the right of the doorway,
accelerate to FC along the right side of the HLWY to the corner. As you
approach the corner and EP to the room listen for the whir of the camera.
Locate and determine where it is pointing and which action is required to exit
the room unseen. Use the dark lane leading to the draped opening, the drapes
and or the cased opening at the far left corner of the room as route and cover.
When decided and in the security HLWY drift right to the wall, slide along the
wall and stop across from the door to the security enclosure.
(NOTE)
If you successfully circled the camera room and you're near the security
enclosure EP you're way ahead of RBG#10, if you're looking for an extra thrill,
you might be interested in scanning the target comp RBG#10 sits at before he
arrives and opens the EP. This saves bunches of time in the room.
I don't kill the cameras anymore because I'd think someone somewhere is
watching the cameras and would react to a system wide malfunction/shutdown.
______________________________________
RBG#10 will eventually enter the room, follow him in. Stop in the EP long
enough to hold it open then locate and press the 1st of 3 vault access
authorization pads. If you didn't previously access the target comp turn, face
#10 and EEV it.
(SAVE)
2/14/17
No longer access comp#2 to disable cameras in security enclosure
Close the door as you exit the room; go left for the next Security door and
keypad. Hack the keypad, CtD then OE&CD. OCP the camera above the EP, FC to the
XP, pick the lock, CtD then OE&CD. Locate and run to the target comp, access
for the objective and hit the 2nd vault access authorization pad on your way to
the balcony railing. Move to the balcony; quickly scan the area with NV or IR
to locate the RBG.
(NOTE)
If RBG#12 is approaching, hop out and skooch right to cover then DHD to the
ground. If he's far enough away when you land you can squeeze by him to the XP
stairs and be in the office before he completes his cycle.
______________________________________
If he's walking away hop out then DHD to the ground, 180; locate BG#12 walking
toward the raised planter bed, QQC to the far right side of the area into the
corner of the raised planter for cover. As #12 looks away from the staircase;
hop up to the stairs then QQC up the left side of the steps. Locate the office
vent at floor level and the wall camera above. Hug the wall as you move to the
vent then enter ASAP. Remember the cameras are still active. Hit the last
authorization pad, rifle through the file cabinet and save.
Access the comp, QC over to the exit, go IR and grab the door and hold for an
open. As Paco moves off OE&CD, go NS; move over to and to the side of the last
Security room, EEV the comp through the window for the objective. MBSA past the
opening to the mail room, stand and run to the box holding Sam's goodies. Run
to and down the stairs to the vault; place the picks and use them, place the
charge back off and smoke the vault's door. Enter the vault, run along the left
side of the glass enclosure; 2/3rds to the end drop to creep, PtP and switch
grip. Locate and OCP the security dome to the right of the last comp in the
level and save.
(SAVE)
Access the comp; check off all the options in the menu then "X" out. Turn and
run into the enclosure grab the junk from it then run over to the exit ramp.
PtP, OCP the laser at the vault's entrance then run back up to the main level.
Roll into a QQC as you approach the doors leading to the last security room.
Make 2 right turns around the security room and drift left as you MBSA to the
XP on the left with the camera above it.
OE&CD; go IR, QC into the room once clear run to the XP and to the great
outside. OE&CD, jump over the railing, stay to the right as you run to the
front corner of the bank. If the bank front is clear FC past the corner of the
bank to the corner of the perimeter wall ahead and left. Roll halfway through
the lighted area between the bank and perimeter wall just in case. Go to QC as
you reach the corner then stop and scan your 180 with NV and IR for BG#1 and 2.
Take note of their positions and the directions they are moving. You need both
to be moving away from your extraction point, (Bank gate entrance) as you QC
forward along the wall and then across the pavement to the circular section of
the fountain.
Ensure you're within the shadow covering the ground to the fountain and then
along its low wall. As you QQC along the straight section of the fountain to
the end of the shadow locate the short narrow strip of shadow sort of pointing
toward the tree beside the perimeter wall light BG#3 used to stand under. Most
often RBG#1 is near you XP and or heading toward the bank as you arrive at the
straight section of the pool. RBG#2 is often near and talking with RBG#3 as you
cross the pavement. In all cases, all BGs must be looking and or walking away
from your position when you MBSA through the shadow and back into darkness.
Stand and run to Extraction.
1. If both are walking toward the gate follow them using the previous route but
hold within the shadow and stick to the side of the fountain. When both BGs
pass by your position MBSA through the shadow to dark then continue on your way
to extraction.
(NOTE)
I'm pretty sure the time differences are due to the hacking duration
______________________________________
Best time 11:44
Average time 12:10
Dists 1
All objectives complete, 100 percent
_______________________________________________________________________________
CT4. PENTHOUSE
Recommended
I gotta beef with Zherky, getting to his places!
CT4a, The world according to Dvorak, scanning comps and tapping cameras!
CT4b Getting the heck outta here!
(SAVE)
Sam begins the level beside a dumpster; there are two ways to get into the
building, only one way to do it covertly. GO NV, QC out into the street, pick
up speed to MBSA as you move past RNG #1, locate the fire escape ladder on the
right and quietly climb up stop short of the 1st platform, (if you're perfect
you can make it to the platform before he looks up) allow #1 to walk past the
ladder to climb up, (he looks up as he walks past the ladder). QQC along the
platform to the stair then run the rest of the way to the top, jump onto the
boxes and then to the floor ledge/corbel lining the perimeter of the building.
Skooch left to the drainage pipe, change the camera angle to look down, this
will let you know when to slow down to avoid noise at ground contact.
On the ground, 180 and head through the 1st garage bay for the doorway in a CCw
loop through the shadows along the wall to Sam's right, MBSA. If you're quick
look through the doorway and you'll see RNG #4 walking along the front of the
next garage bay. Cross through the doorway opening into the next bay from right
to left. Stop for a second until #4 is covered by the dark dumpster at Sam's
10:00. Remain in the shadow lane and close to the doorway as you 180 and
quickly climb the steps to the raised platform. Go NS and enter the building.
(Note)
If you're having difficulty, e.g., (being seen before or during passage through
the doorway by RNG #3 or 4), I have an alternate route into the 2nd garage bay.
Option #2,
On the ground, 180 and head through the 1st garage bay for the doorway in a CCw
loop through the shadows along the wall to Sam's right, MBSA. Pass by the
doorway, stick to the wall, slide toward the van and hold at the corner. Peek
around the corner to see RNG #4 standing near the dumpster, look past RNG #3
who's leaning against the van for RNG #1.
If you can't see #1 release from the wall and scope the binoculars to verify
his absence at this end of his patrol. When clear QC around the corner and
dumpster into bay #2 and to the wall. Stick and slide to the doorway to locate
RNG #4. Soon #4 will move back into bay #2, allow him to pass by before you QC
up the stairs to the raised platform. Go NS and enter the building.
______________________________________
Enter the building when clear, QQC left to the elevator HLWY, QC over to the
wall on the left, stick to it and slide up to the electrician. The electrician
will move away from the elevator giving Sam the time he needs to enter it. I'm
probably batty but I think climbing the ladder gets the elevator moving sooner.
If you stay in the elevator hold at the control panel, as soon as the door
closes push the button to get it moving. If not, once the elevator starts
moving slide down to and drop back into it. Once the doors open QQC out loop
left into shadow, move around the 1st row of shelves and locate the RNG.
QC past him as he moves back to the elevator and climb the stairs. As you
approach the top stand, OE&CD and run to the big honkin pipes ahead. Hop over
both sections to the lower level and FC toward the gap between the helipad ramp
and roof deck grate on the right. As you approach the ramp roll into the dark
structure ahead; stick and slide right till the light meter jumps and hold.
*-* Thanks to (
[email protected]) for the above, it might not sound
like much to many people, only one less light distraction, but if you're
ghosting and trying to cut time it means everything.
The Roof RNG and one of the chopper RNGs stop and talk; when done and they
begin to walk away, release, slip around the corner, stick and slide forward so
the exit ladder is at Sam's 1:00. Swing the camera over Sam's back; go NS and
locate the roof RNG. He'll walk left, stop, turn around and then turn back and
begin walking to the steps leading to the upper roof deck. As he starts walking
again release, move to and up the ladder; FC along the WKWY to the cable and
zip to the next building. If you are hearing AI comment, when moving across the
neon sign, you can drop off the Wkwy and skooch to and under the cable then
hoist up and jump to the cable.
Slide down the conduit and drop when about 8 feet from the ground. Turn right
and run toward the XP ledge. Halfway to the ledge stick to the wall; slide and
stop before reaching the corner. Release, look around the corner and locate
RBG#1.
(SAVE)
CT4a
The world according to Dvorak!
(Note)
There's only one way into the building, (through the doorway) but umpteen ways
to do it. The 2 fastest ways where the 1st is fastest may produce a comment
from #1 but no action taken and the 2nd, somewhat slower and no comment.
Option 1 is a bit less realistic but just as stealthy and faster. Be aware,
there're times when neither of the 2 options below will work due to RBG#3
facing and or returning to the elevator room. Option 3 takes much longer but
provides safe entry to and past the elevator room.
RBG#1 has 2 onset moves, move 1; he turns then activates his light; move 2,
activates the light and then turns. Timing the 2 onset moves from start to
where he then faces the exit with the light provides these times; (activate
light then turn 11+ seconds, turn then light 15 seconds). If you get light then
turn use option 2, if you get turn then light use option 1.
#1 turns, lights his flashlight and walks to the railing,
Option 1 is very difficult; a micro fine difference from the perfect speed
moving past and away from RBG#1 will either alarm him or be too slow to enter
the dark HLWY before RBG#3 faces the elevator area. If you drift over to the
left wall after passing #1 you'll likely still get a comment, (always as you
pass the plywood leaning against the wall) the majority of the time 90 percent
and better he's still looking over the railing and takes no action. In this
case I think the comment without reaction may be one of the many game glitches,
so I'm treating it as a no comment.
Maybe 30 percent of the time I'm passing without comment and I don't know why.
If like me and you're having probs moving past #1 without comment if this is an
issue use option 2.
______________________________________
Option 1
RBG#1 is close to the end of the WKWY, as he turns away and then activates the
flashlight hop over the railing, QC past him; accelerate to MBSA as you drift
left to the wall and the doorway on the left. Accelerate to FC as you enter the
room, BG#2 an electrician is facing away and working on the elevator, FC toward
the left side of the table, angle right as you pass it and roll into dark area
of the next HLWY on your right. Drop to QC, move to the left wall, if you have
time slide past the plastic and stick behind the dark cabinet thing and RBG#3.
Option 2
#1 activates his flashlight and turns away, follow the RBG to the exit doorway
on the left, nose into the plywood and wall intersection stick and hold. Once
#1 passes Sam on his way back release and move forward, ensure #3 is turning
away and or within the HLWY to enter at a FC. From this point follow option 1
past the plastic sheet to the cabinet.
Option 3
Hold to and follow RBG#1's 6, hop over the railing just before you pass the
plane of the EP then skooch right to line up with it. RBG#3 will enter the
elevator room but will not speak to BG#2 working on the elevator, (a good
thing). RBG#1 will pass to your left and #3 will continue on his patrol. Hoist
up, MBSA into the building, to and through the elevator room and into the dark
Hlwy. You should have more than enough time to move through the plastic to the
cabinet and hold.
All Options continue from here
Allow #3 to pass by Sam to the elevator area before you move out, accelerate to
QQC as you pull away through the next room into BG#4s (sleeping beauty's) room.
Stay to the right and hug the wall to the counter. As you close in on the
opening to the next room, you'll hear snoring. Move left to the corner in this
room to EEV the comp, pick the lock and then head outside. Turn right QQC along
the wall to the cable running up to the IR security camera, tap it, go NV and
when safe from the IR cam QQC up the stairs to the next floor. Enter the door
on the left and leave the EP open, BG#5 sitting and listening to some God awful
music. Go NS, pull the pistol, OCPL in the middle of the room and then flip the
light switch to off.
QQC behind #5 to the other side of the room turn left, remain in the shadow to
the end, slip around the corner and leave the XP open as you move onto the
veranda. Music boy comments but stays put and the room is now prepped for the
multiple passages through the room. Cross the veranda toward the next set of
double doors, ahead and to their right is a vent, use it to enter the building.
Move over to the island counter and reconnoiter, your next move depends on the
whereabouts of RBG#6 in this building. In all cases you want to be in the short
dark HLWY heading to the living room.
(NOTE)
The #6 can be pretty much anywhere between the living room and the veranda
talking to RBG#7.
Preferably, #6 is in the kitchen or heading back to the Living room and Veranda
is away or moving away from this end of his route. They can be talking outside
but the odds of detection are greater. Slip into the HLWY, if RBG#6 is standing
near the living room tap the camera in the XP HLWY, if not enter the living
room between the wall and hanging carpet, locate and tap the cam. QQC back
behind the carpets along the wall and into the XP HLWY, tap the cam and then
head up the spiral staircase to the floor above at a QC. As you enter the
lounge, go NV, locate the IR beam, stand and run behind the glass partition on
the left when safe.
Locate the safe room and access the computer. Close all doors on your return to
the lounge. Tap the lounge cam, pass through the next room into the Arboretum
HLWY, QC to the end of the HLWY and stick to the wall to the right of the door.
(SAVE)
BG#9 will emerge from the arboretum; as he moves off snatch him, speed talk and
drop him. When done, quietly enter the Arboretum for the 4th cam tag, the door
should still be open. Exit and close the door; accelerate to FC and grab the
"Choke me I'm stupid!" sign off #9 as you pass him. Halfway along the HLWY
stand and run to the right side of the exit window in the next room and go IR.
If in view the veranda RBG#7 should be moving off shortly, hop out the window
to the arbor FC across and drop to the floor below. Tap the last camera and QQC
back into the Music room.
(NOTE)
If you leave Mr. Choke me on the floor in the HLWY he's never found and I
believe this got me my fastest time. BG#10 never exits the room. It just seems
wrong, exposed in a well lit HLWY, unconscious and nobody discovers him.
______________________________________
Stay in the shadows, QQC through the room to the outside, once on the fire
escape pass through the door on the left, leave it open, OECD the next. Go hard
right around the door as it closes, slip along the wall to the corner then cut
straight across the roof at a QQC to the leading corner of the shed roof. Jump
up, diagonal left across the roof to the left side of the big honkin window and
stick to the wall. Quite often RBG#11 in the room will be pacing back and forth
from the right side of the window to the bathroom at the end of the HLWY.
However, there're times when he is only moving from one side of the window to
the other.
You must be stuck to the building to remain unseen by #11, so, whatever route
#11 is taking, you must release from the wall move to the edge of the window
and hop into the room before he turns back to your position. When you have a
clear shot enter the room. Move left through the bare stud wall into the small
dark room then hold for a clear lane to and through the bathroom to the vent on
the right. From this point on #11 will be patrolling from the window to the
bathroom EP. SBG#12 sits on the toilet at the bathroom window looking over the
roof deck below.
(Note)
It's tres importante; do not give any reason for comment from anyone as you
maneuver over the roof below and through this side of the building. BG#12
sitting on the toilet in the bathroom will remain in the sitting position
throughout your stay in this building if you are covert. If he stands, you
won't get off the shed roof without looking like dead bloody cheese.
______________________________________
Careful of the mine attached to the wall in the bathroom; crawl into and out of
the vent. Stand and run, locate the stairs on the right, run down to the floor
below. Turn right at the base of the stairs and run forward past the
refrigerator to bump into the main server and activate it. There are 6 machines
to adjust; each one has a big honkin fuse thingy in the middle that crackles
bright yellow white when it gets hot. Save before you begin the process.
(SAVE)
(Note)
I don't know if all games run the same sequence and frankly my initial
explanation seemed confusing to me after reading it so I dumped it. You'll get
the hang of your sequence if it's different than mine and be able to run it
fine.
______________________________________
Fix all the machines as they heat up, grab the stack and exit the room, run up
the stairs and back into the vent. Move to the edge of the HLWY, if clear move
into the dark open studded room and exit through the window, if not wait for
#11 to return to the bathroom then slip past him for the window.
CT4b
Getting the heck outta here!
Climb out the right side of the window for safety, locate RBG#13 patrolling
below if he's anywhere close to the middle of the roof quietly drop off the
right edge of the shed roof if standing at either end drop off the left edge
into the shadow line. QQC over to the exit, OE&CD, pass through the small room
back outside. Turn right OE&CD all the doors on your way to extraction. Re-
enter and pass through the lousy music room onto the small veranda, locate the
vent and climb through into the kitchen.
(NOTE)
You can get through this level with 1 distraction but it costs you
approximately 11 seconds. You can enter the bathroom on the left, climb through
the vent to above the elevator and drop down for extraction.
The other way requires you to OCP the IR cam in the dark HLWY.
Whether the RBG is in the kitchen or not when you enter the kitchen the balcony
RBG may be at this end near the veranda/patio. Climb over the counter, crouch,
stick to the wall and slide to the potted fern. Swing the camera back to the
veranda if clear and the RBG in this area is at the Living room or just stopped
in the kitchen QQC around the fern, across the HLWY to the left wall and enter
the bathroom. Locate the vent near the door and climb though to the elevator
shaft. Drop down into the elevator and extract.
Best time 13:20
Average time 17:30
KO 1
Dists 1
All objectives complete 100 percent.
_______________________________________________________________________________
CT5. DISPLACE
Recommended
CT5a Just flexin the pecs in the gym Jim; scan Shettys bag, access comps 1, 2&3
CT5b We gotta get outta Displace, access comps 3, 4&5 and looking for the exit
(SAVE)
(NOTE)
Bear in mind, the fast time recorded at the end of this and any level with
multiple keypads and comp scans rely on the prior save. I usually restart if I
haven't solved the code when 2/3 of the allotted scan time has past. 4 or 5
seconds added to each scan adds up at the end of the level.
______________________________________
CT5a Just flexin the pecs in the gym Jim; scan Shettys bag, access comps 1, 2&3
Sam begins the level in an alley, Stand, run and turn right to the large
enclosed area. 2 RBGs, a chain link fence and a big honkin air vent in the
center of the open area. Once in the open run to the left leading corner of the
air vent, remain on the roof tiles beside the vent, (its quieter) and drop to
FC as you approach the corner. FC along the vent, continue past it to the fence
and slow to QC. Climb up and over the fence, soft drop inside the cage, stay
dark and move over to the high voltage panels. As the big mouth moves off QC
along the panels on the left to the switch and flip it. Move back to your EP on
the fence and climb back over.
(Note)
Sometimes the remaining BG stands in front of the switch for what seems forever
before walking away. Give him the time to move and then return to the fence and
climb over.
______________________________________
Once over the fence move to the left corner of the air vent, climb up and hold
near the center of the vent. Eventually the RBG will very slowly walk up the
steps onto the vent and back down. Wait for him to move away from the steps and
turn back to the fence to access the trapdoor lock, pick it, open it and rappel
to the bottom of the vent. QQC through the duct; drop down and QC forward to
the louvered ceiling vent. Scope the EEV, locate the ceiling light cable and
follow it down to the briefcase. The briefcase is a very tiny rectangle and
nearly invisible.
(SAVE)
Scan the briefcase solve the code and access the file. Cable the vent, watch
the 2 men walk from the back of the table and around its sides. As the 2 round
to the front of the table retract the cable, open the vent gate then drop and
hang. Drop to the floor when clear, move to the left door to prevent it from
closing if possible then exit said room once the last 2 guys move on for real.
Follow the BGs and break away at the Ops server farm, enter Ops at the far left
end of the room. Locate and move to the top center block comp then locate the
2nd row right side block comp. EEV the 2nd row comp from this position then
manually access the comp your at to complete the objectives.
QQC out of Ops, go left to the XP, (security door) and stick to the left of the
Keypad. The salesman will clear the sidelight glass; as he moves off use the
keypad and code to open the door.
(NOTE)
10/24/12
Maneuver change, no more OCP "Level 2" sign, a small change but it improves on
the ghost.
______________________________________
Follow the 2 men toward the balcony and break off right toward the fern. Turn
left between the table and sofa then right to the wall and slide just past the
end of the wall to the railing. From the crouch, face the railing squarely with
no part of the wall in front of you then gently press jump. Sam will hop over
the railing and grab the floor; skooch to the opposite end of the railing and
climb back up to the floor. The sitter will do one of 2 things either head for
the Head or for the locker room. If it's the head continue, OE&CD, if the
locker room, give him the lead. Hook hard left as you enter the locker room,
continue into the exercise/computer room, move left to the corner below the
railing near the user and hop over the railing. Creep to the comp and access.
(SAVE)
CT5b We gotta get outta Displace, access comps 3, 4&5 and looking for the exit
QC to the railing where it connects to the wall and hop over it. Crouch and
stick to the railing then slide toward the end. When your light meter drops to
zero release and exit the room through the opening on the left side of the gym.
Locate the floor level wall vent in the locker room, crawl through it and climb
out into the break room. 2 BGs are talking, follow the one that leaves the
break room. Be careful, wait for the remaining BG to face the counter to exit
the room. The BG you're following may pull a number of Crazy Ivan's at any
point between the doorway and the stairs to the upper floor before heading up
the stairs to the comp stations.
If he does stop to speak to the BG, stick to the wall to the left of the
doorway and slide Cw around the room, under the staging and to the foot of the
stairs, so that when the convo is over you'll be closer to the RBG to avoid
detection. Once you're at the top of the stairs hack the keypad and enter the
room to access the comp for the objective. Enter the vent, exit, turn right and
locate the rope. Descend 2/3 down, soft drop to the floor and access the comp.
When computer access fails, 180, move to the right side of the exit door and go
NS. Wait for the EP to open.
(NOTE) 2/15/17
The Save suggestion that used to be above isn't as important as it used to be
now that I'm using a smidge more of what remains of my brain. The actions of
the 2 BGs once they pass the cable trunk are random, changing ever so slightly
from one run through the area to another. However, if one flips to IR as the 2
BGs move past the cable trunk you can follow both and know exactly when both
BGs are facing away and or moving away between server racks.
______________________________________
FC into the room, there's a vertical cable trunk in the middle of the room with
2 rows of server banks on either side. Drift to the right of the cable trunk
then MBSA to the right of the XP, stick to the wall and hold. The 2 RBGs
entering the room will pass by you unless you gave them reason to search;
they'll continue deeper into the room to the cable trunk. By the time you reach
the XP wall and stick both BGs will be in the room and turn their heads to the
right and slightly back toward your XP. As the 2 BGs pass by go IR to follow
their heat signatures. Once both BGs are turned or walking away from the cable
trunk release and creep through the XP.
2/15/17
New maneuver into office area, have passcode to keypad#1
CtD and listen for footsteps ensure the RBG is past the corner before exiting
the room. If you can't hear or see him or the beam from his flashlight exit the
room, move to the corner on the right and peek around for his location. Drift
right to and along the front of the elevator for the elevator icon, open,
activate and ride it up to the 3rd floor. Exit the elevator turn left, creep to
edge of wall and listen to the 2 BGs convo. If you can see the RBG or his
flashlight beam through the side of the elevators after you pass through the
door you'll need to stay ahead of the RBG by circling the elevator room back to
the elevators.
(NOTE)
After all these years of hacking keypad#1 and dealing with the BG that
investigates and now not having to is great. I always shied away from scanning
the comp in the room next to the Nedich convo out of fear of being ID'd and
shot. If you're good at running EEV scans and MBSA you can get the recording
and the security door passcode.
If you hang and listen to the 2 BGs convo for the passcode you must remain at
the corner till it is offered. If you begin moving away as it is said the code
won't appear when at the door even though you heard the numbers. Holding for
the code also promotes an extra dilemma; you still need to mic the office convo
that exposes Nedich. This allows both RBGs to catch up to you while recording,
to make matters worse the Hlwys that you must pass through are now clogged with
RBGs. This prompts an even longer delay.
______________________________________
Exit the elevator, decide to listen in on the convo or not. Go right from the
elevator, MBSA to and through the EP and short corridor till you arrive at an
anteroom with seats to the left of the glass walled room. Cross the room to
align with the next HLWY and against the seats. Scope the EEV; locate the
"record" spot on the glass wall then begin moving left toward the exit HLWY.
Maintain the record icon as you bump against the wall leading to the next HLWY
"X" out 5 secs after Nedich is revealed. If you didn't listen to the 2 BGs,
MBSA into the short HLWY, stop at the window to the room on the left then EEV
scan the comp on the table closest to the EP.
When complete, "X" out then QQC to the 2nd HLWY on your right, locate the
camera to the left of the door and move to it at FC when it is turning away
from you. Use the Keypad OE&CD, QC the HLWY to the door on your left and hack
its keypad. Move just enough into the room to EEV the comp to the right of the
EP for the final objective and the Fire escape door's keypad code.
Option #1
Return to the HLWY door; CtD and look for flashlight movement on the distant
walls if the area is clear, open and look up and to Sam's right to the wall
camera. When it begins turning to the right exit, close the door and then QQC
left to the wall and along it into the dark. Stick to the wall ASAP then slide
toward the adjacent HLWY. If you can't already tell, peek around the corner to
see if anyone's coming, if clear make your way over to the Fire Escape door,
use the passcode found on the comp then check your 180, OECD if and when clear.
Move to the extraction point in the stairwell.
Option #2
If you didn't pick up the door's passcode from the BGs or comp, return to the
security door; CtD, hold till the RBG is walking toward the door, "X" out move
back and left from the door. Once opened by the RBG slowly move around the
door, as the RBG moves away from it move forward enough to prevent it from
closing, press close and hold. Look up and right, locate the camera and note
the direction of swing. The RBG will walk off then crazy Ivan back toward the
door, as he begins to walk away for the 2nd time move out and allow the door to
close, QQC the opposite the direction of the cameras rotation. Move on the QQC
into shadow, stay along the wall to the right or left into the dark. Locate the
fire door, access it then move to the extraction point when clear.
Best time 11:16
Average time 13:30
Dists 1
All objectives complete, 100 percent
_______________________________________________________________________________
CT6. HOKKAIDO
Recommended
Looking for bugs 1, 2&3 in all the wrong places, "Finding Nedichland"
CT6a, swatting more bugs 4, 5&6, Zherky bites the big one!
(SAVE)
2/15/17
3 new and most daring route changes from mission start to Mic#4
(NOTE)
I have a new beginning that I think may cut a few seconds off the start; for
sure it is most daring. If you have problems with it use the old route, option
2.
______________________________________
Option 1 new route
(NOTE) 2/24/17
After playing this mission countless times and becoming frustrated beyond
belief at being randomly ID'd and killed by RBG#1. It shows just how thick I
am, but, I finally discovered why I'm randomly being ID'd. Most often, after
RBG#1 moves from position#1 to #2 he just looks off into the darkness,
sometimes seconds after doing so he stretches, (raising his arms)when he does
this he must glance to his right and down to the path you're using to advance
up slope. So, now I do a 4 count after RBG#1 comes to a stop at position#2, to
see if he needs to get his stretch out of the way to proceed.
______________________________________
Sam begins the level in the dark, move around till you locate the lights and
RBG#1 standing on the ledge. This can be a most difficult area to move through,
#1 has the hearing of a scared bunny and the eyesight of a hungry hawk and his
eyes are on the back of his head, so for me, I save as soon as I'm free from
the cut scene. Move to the fallen tree and observe the RBG standing up high. He
faces Sam and then he moves a bit and turns away. QQC along the perimeter to
the section monolithic rock, this is where you usually stop and stick. Instead,
face the rock, stand and hoist up QC to the next step and hoist up again. QC to
the 6 of BG#1, look to your right and down you'll see a lighter section of a
slightly lower ledge.
Creep right along the rock BG#1 is standing on while also leaning into it as
you move forward. You'll drop down onto the narrow ledge below, stick to the
wall and slide forward a bit to a -0- reading on your light meter then hold.
Release from the wall and face it as #1 turns away then hoist up. Proceed at a
QC over the rocks toward the building; remain below ambient sound till you're
on the stone heading for the buildings steps.
Option 2, the previous route
Sam begins the level in the dark, move around till you locate the lights and
RBG#1 standing on the ledge. This can be a most difficult area to move through,
#1 has the hearing of a scared bunny and the eyesight of a hungry hawk and his
eyes are on the back of his head, so for me, I save as soon as I'm free from
the cut scene. Move to the fallen tree and observe the RBG standing up high. He
faces Sam and then he moves a bit and turns away. Note the dark shadow line
along the wall edge; this is where you want to go once he turns away. QQC along
the perimeter then stick to the monolithic rock face ASAP, continue to and stop
below RBG#1.
Look up at him, release when he turns away then QC over to the ledge and climb
up. Accelerate from QC to ambient along the perimeter; turn toward the building
and accelerate to FC. Remain below ambient sound till you're on the stone
heading for the buildings steps.
Both options continue from here
Go NV, FC into and through the building, remain to the left side of room#1 till
you pass through the doorway, this may prevent RBG#2 from comment when moving
through room#2. Bear right into the dark room and head for the doorway. RBG#2
is preparing to light a candle to Sam's right. It's a 50/50 split on whether
RBG#2 will make comment. Just over halfway through the room go into a roll;
roll out the door and into the dark. Odds are you'll roll off the deck and onto
the ground beside the car, turn right, QC to the fence and accelerate, MBSA
along the fence to the deck across from the cars; climb up onto the deck and
into the building through the window. Locate the air vent near the floor and
crawl through the vent into the next area.
2/15/17
New maneuver#2, much faster than the original route and maneuver
Exit the vent, RBG#3 is across from Sam and may be approaching or standing and
facing away from Sam. Head left out of the vent if and when clear, you can
break ambient sound by a cube or 2 on your way to the doorway ahead, as you
pass through the doorway drop to ambient, move to and face the window then hop
into the room. Move back into the dark corner against the wall and low
divider#1 to your 7:00; BG#4 across the room is scanning for bugs. Begin moving
along the low divider when #4 turns and begins walking to the armoire. When
BG#4 is half way to the armoire turn and go straight to the bug in the wall
hanging to the left of the potted fern. ASAP head straight for the right side
of low divider#2 for cover then look to the window opening.
RBG#3 will pass by the opening left to right, begin moving for the window
opening when RBG#3 is just about to vanish behind the wall begin moving toward
your previous position at low divider#1 BG#4 will be moving past the armoire to
the wall beside it as you pass by him to the window opening. Hop over the
opening into the Hlwy and head left toward the vent you previously crawled
through at or below ambient. RBG#3 will be facing away from your position till
after you move back into the dark, turn left at the corner of the low wall;
continue along the divider at FC then left at the end. Pass straight through
the drape covering the XP and head for darkness to the left of the next
doorway. RBG#5 will be approaching the opening as you reach, stick and slide to
the side of the door.
Wait till #5 exits completely to pass through, continue at ambient through the
next 2 rooms, as you exit the last room to outside slow to QC to and through
the doorway. Turn right, you'll hear BGs #6&7 talking about bugs. Locate the
narrow window opening on the right and climb through. Locate #6&7; QQC over to
the small divider between the 2 and you for cover and hold. EMF the room and
locate Mic#2 at Sam's 2:00. Wait for the 2 to turn away from each other to head
for the wall hanging with the bug. #7 will begin searching for bugs, after they
separate, remove Mic#2. Once complete exit the room, through the short HLWY at
Sam's 9:00, it leads to a kitchen. Once you pass into the short narrow Hlwy you
can break ambient a couple cubes to the light switch in the kitchen.
(SAVE)
(Note)
Take note, RBG#8 may be anywhere along the perimeter within the enclosure, in
front of Sam, near the light or at the other side of the enclosure. Most of the
time and at the pace of this guide he is at the far right end between the
bushes and bench; he walks the perimeter Cw. There are 2 options for this next
maneuver, #1 is tres bold and requires exact movements and to be aware of the
positions of all 3 AI. All 3 must be facing and or moving away from Sam's
position as you head for the EP. This is my preferred maneuver and I don't
remove the light for cover.
Option 1
All actions must be done swiftly; RBG#8 must be at the far right side of the
courtyard standing at the bushes or close and just beginning to move from there
when you exit the kitchen and or drop off the deck.
As you approach the XP flip the light switch to off then move to and slide open
the XP, (leave it open, no one comments, maybe because they can't see that it's
open). RBG#9 should be to Sam's 3:00 and heading toward or away from Sam. QQC
to the edge of the deck, drop off to the ground and continue along the fence
toward the XP till you pass the trashcan on the boulder and left of the tree.
There's a boulder and just past it a large stone, stop at the stone and look
back past the tree to Redman and RBG#8.
Red will now be facing away from you, #8 will be looking at you, as he passes
by Red he then turns his head away toward RBG#9 and keeps walking; lastly #9 is
on the kitchen deck and facing the opposite and of the deck. Turn to the XP,
Run and or FC to and along the shadow line pointing to the XP steps, roll or
jump to the steps and roll into the XP. I have a 65-75% success rate with
mixing and matching the mentioned crazy moves. I have less success with the
conventional run or FC to and through the XP, and I have no idea why.
Option 2
QQC through the kitchen to the light switch and flip it off, move to the XP and
open it, (leave the XP open, no comment). QC left to the fence side of the
porch and allow RBG#8 to pass by. Stay along the wall to the left, QC over to
the left of the tree and wait. RBG#9 on the deck will start a convo with #8; #8
will walk over to the deck to continue the convo follow him. Make a tight slide
around the trash barrel back to the tree and drop to the ground. Take note of
Mr. Redman, the odds are that he'll be facing Sam's direction when the 2 RBGs
finish talking, the convo will end and #8&9 will move off.
At this point, Red will turn away to continue his flapping about, you need both
RBGs to be walking away from Sam to break for the exit. QQC through the
shadowed lane up to the steps and exit the area.
(Note)
Sometimes" neither #8&9 does what you need to make a clear move through the
door. If you're not a stickler for -0- comment and you can make it inside the
building with nothing more than, "Did I just see/hear something?" in a calm
manner you're good to go. In all cases you only get one shot, so if you wait #8
will return to and stay at the lantern before that occurs I'd OCP the lantern
and take the distraction.
______________________________________
Click in and out of EMF as you pass through the rooms, QQC into the large room
with the statue in the corner and head right to and through the curtained
opening. MBSA left and left again through the sliding door into the sleeping
quarters. Locate Mic#3, remove it and exit, slide the door closed. Enter the
crawl space to the right of the door to the bright sitting room the BGs are in.
Exit the other end and stick to the wall beside the fern in room#2 and face
room#3, the one Neddy enters.
(SAVE)
2/15/17
New maneuver#3 to XP vent in Buddha room
When the convo ends Nedich will pass through room#2, enter room#3 and begin
another phone convo. 2 BGs exit room#1 immediately, 1 hangs and steps into
room#2 for a moment. Release from the wall as RBG#10 turns to exit the room, QC
straight to and through the EP to room#3, ensure you're lined up along the wall
with Neddy. Go IR, swing around and locate #10, to succeed #10 must be in the
Hlwy and moving away from the EP before you can approach Neddy for the kill. If
#10 is anywhere within the 2 rooms or within in the EP it will fail and you'll
be vented. As #10 moves past the EP creep to Neddy stop at the mullion dividing
the 2 sheets of paper wall, stand then slice. MBSA to room#1 and your XP, go IR
on your way to sweep your 180 for BGs.
If clear OE&CD, if someone's approaching room#1 use the bench crawlspace to the
HLWY. If you're closely following the guide, MBSA along the right side of the
HLWY to the slit curtained doorway, exit, bear right, maintain ambient and head
straight for the right side end of the divider wall RBG#10is currently walking
along. When you get to the right side of the divider boo behind and left to
ensure RBG#10 is missing and has taken position beside Buddha. QC left along
the divider a few feet then 180; drift left to the wall then head for the XP
vent and climb in.
(NOTE)
Since adopting this maneuver I've been hearing comment from one of the 2 BGs
close to the vent and assumed it was another "comment" glitch. I finally
figured out who it was, it's the BG in the room to the right of the vent. The
comment and subsequent search for an intruder is still groundless because the
approach to the vent was at -0- sound and his back is turned to me on the
approach. The solution is to dip behind the divider a few feet then 180 and
approach the XP comment free.
If you are unable to keep pace from above then follow option 2 below, the
original route and pace to the vent.
______________________________________
From the Hlwy slit curtain, RBG#10 should be to the left of the statue or
behind the wall and statue walking to the left or to the right. If to the left
of the statue hold until he moves off behind the wall, if behind the divider,
close to the statue and moving to the right QQC across the room to the opening
left of the statue. Keep #10 at a distance, also there's a 2nd BG near the
doorway to the right of the XP vent so keep to a QC to the base of the XP vent.
The BG past the doorway hears too well and also has eyes on the back of his
head. Once #10 is at the right end of the wall begin to QC to the XP and then
hoist up into the vent.
(NOTE)
While still in the dark HLWY, if the RBG is at the right end of the wall and
heading back to Sam stick to the wall to the left of the curtain, slide back to
the dark corner and hold. Once the RBG passes Sam release; QC through the
curtain and move CW through the room to the statue. QQC behind the wall to the
XP wall vent near the opening to the room with the BG and hoist up.
______________________________________
CT6a, swatting more bugs #4, 5&6, Zherky bites the big one too!
2/15/17
New maneuver#4 through frosted glassed wall room, faster by far
Once out of the vent turn left, maintain ambient and QQC along the left wall,
then at the opening angle right about 4 feet left of the corner of the glass
wall. When you get to this point, the ambient noise level jumps up big time,
MBSA along the left wall, past the niches then right at the next corner. RBG#12
in the room will be walking away when you enter the room, continue MBSA till
you turn left to enter the Hlwy then drop to QC. QC to the right side of the
doorway at Sam's 12:00, peek into the room and look to the right to see if
RBG#13 is at the window or just entering the room. Go EMF, locate Mic#4, enter
and remove the bug to the left of the doorway.
If the room is empty when you boo it RBG#13 may enter while you're removing the
bug, don't sweat it but exit the room quietly. Turn right, QC along the HLWY to
the cased opening on the left and peek in, BG#14, go EMF, locate and remove
bug#5 under the painting behind the couch and #14. Exit the room, turn left and
continue to the end of the HLWY.
(NOTE) 2/17/17
While playing through Hokkaido this evening and this particular section of the
mission, RBG#12s starting position had been relocated to the rooms EP instead
of the edge of the table in the room. This prevented the previous tactic
written above from succeeding; no matter when I began moving from the dark #12
would see me, begin firing which brought BG#13 and 14 into play. I wasted some
time trying to make it work. This forced me back to my previous route of
climbing the pipe, if you aren't troubled by a mild comment from the AI; it
works although it also counts as a distraction.
1. Save before or just after exiting the vent this will provide the info you
need to decide which maneuver to use.
2. If the route written on 2/15/17 works then you can follow it to the end.
3. If RBG#12 is at the EP to room#1 and denies you passage through the room via
the glassed enclosure this is what you do. Move quickly to the climbing pipe
#12 will comment and begin walking from the EP straight out of room#1. As soon
as you hear him comment begin climbing the pipe, as soon as you gain footing on
the upper ledge walk off the ledge to the floor below then MBSA CCw around the
table to and through the EP. Follow the existing route through the 2 rooms for
mics#4 and 5 and into room#4.
(SAVE)
2/15/17
New maneuver#5, killing the light in room#4
(NOTE)
When I began playing SCCT in late 05 I used the light tactic, as I became more
adept at playing I figured I'm a big boy now I didn't need it any more and
circled the perimeter of the room Cw. The thing is the tactic saves tons of
time, nearly 30 sec worth and there're no worries about AI comment. You can
open and close the slider while RBGs#15 and 16 are facing your position and
instead of moving over the roof deck 2 times you only need to do it once.
On the other hand, no matter how good your timing is or how fast you get to the
slider, if the movements of RBGs#15 and 16 are out of sync the above won't
work. This is due to the time RBG#15 spends on the veranda and #16 spends in
the glass walled room. If #15 exits the veranda while #16 is still in the glass
walled room you won't be able to access the EP unseen. If this occurs your only
recourse is to MBSA to and stair side of the veranda hop over and position at
the XP slider at the base of the stairs. Then you must wait for #16 to begin
entering the building to move up his 6. This wrecks all the possible time
savings. You best opportunity is for #16 to be on the veranda and or just
stepping onto it as you stop beside the table.
______________________________________
Kill the light in room#4, MBSA to the slider, OECD. Reposition toward the lower
steps a bit and look to the slider to your left, you should see RBG#16 standing
behind the glass door. ASAP MBSA to the slider as #16 walks away, OECD when #16
is about halfway to the stairs. MBSA to mic#6, remove it, creep under the stair
to it far side then hoist up. QC halfway along the upper Wkwy; turn left, take
a step out from under it then 180. Stand and hop up, hang and hold onto the
Wkwy. As soon as #16 passes by to your right begin hoisting up to the Wkwy.
As you're hoisting up you should be able to see RBG#15 somewhere between the XP
to your left or at the far end of the veranda. Hold position till #15 begins
walking toward the EP at the top of the exterior stairs.
If #15 isn't on the veranda he's still in the building, move out onto and to
the middle of the veranda and hold. #15 will exit the building then circle the
veranda, maintain distance but continue forward so you can pass by him as close
to the EP as possible. Access the EP when #15 is about halfway to the glass
walled room OECD. MBSA through the building to the small closet and enter the
vent. Crawl out onto the roof.
(SAVE)
(Note)
As long as the conversation is going on you can't drop off the roof without
someone screaming "INTRUDER!", but no big deal, it doesn't force an alarm. You
can't slide the door open and more often than not, the RBG on the WKWY moves in
and may force a confrontation. If you stay on the roof for the Shetland convo,
Shetty will Ginsu Zherky with a Katana. If you drop off the roof before the end
of the convo Shetty shoots the big Zherker.
______________________________________
FC left along the roof and drop off. QQC Cw to the low WKWY; hop up and move to
the closest door. You'll hear "INTRUDER!" yelled by someone not close by and
Shetty will then shoot Zherkcrazy. Once Zherky's been shot push to the door and
begin tapping "Slide Open". QQC through the next 2 rooms and out through the
hole in the wall. Stick to the wall on the right, slide to the gate and hold.
(Note) 2/15/17
New note superseding the old note, for some reason the chopper doesn't light up
the ground area when it flies off anymore. It barely lights up the far fence
and the rear section of the cars. I distinctly remember getting lit up in the
past and remember watching the floodlight moving over the ground as it flew
over. Anyway, allow the chopper to pass, remain stuck and go no further than
the gate.
______________________________________
Once the chopper passes move through the gate, center Sam between the 2 walls
and QC into the compound. Stop short of the cars; turn right and QC over to the
short fence. Slide along the fence to the deck and hoist up. Slide along the
buildings wall and creep through the doorway you left open at the beginning of
the level or hop through the window opening to the right of it. FC out the rear
of the building then maintain ambient as you locate RBG#1 standing on the
ledge.
2/15/17
New maneuver#5, new route past RBG#1
SC along the boulder to your right till you can put eyes on RBG#1 and maintain
cover. QC to the right side of #1 after he turns away from your position,
you'll be very close to #1, you can stick to the boulder on your right is it
makes you feel more comfy. #1 always turns to his left unless disturbed by
something or someone. When RBG#1 turns away again, quietly press forward toward
the fallen tree and hop down the 3 levels and then to the ground. From the
ground FC to and under the fallen tree then call for extraction.
New best time 12:10
Average time 13:00
Kills 1, Nedich
Dists 0-1
All objectives complete, 100 percent
_______________________________________________________________________________
CT7. BATTERY
Recommended
CT7a"Going down, no love on an elevator" Shipping and Repair logs 1, 2&3
Ct7b, "Playing with phallic symbols", log #4, launch codes and I'm not afraid
to use 'em.
(SAVE)
CT7a"Going down, no love on an elevator" Shipping and Repair logs 1, 2&3
Ensure pistol is set to primary. I'm not quite sure where Sam is starting out
in this level, it may be a bunker, but the area inside of the place he first
drops down into is huge with little support. Avoid BGs#1 and 2, move to the
front end of the truck and drop down into the trough below it. Zigzag through
the trough until you locate the ladder and the trap door. Climb up into the
room, if no BG#3, move over to the right side of the XP, stick and boo the
HLWY. If empty exit and move into the next room. If #3 is at the comp QC over
to the XP, stay tight to the right side of the door and hook around it. Stay to
the right side of the HLWY until entering the next room.
(Note)
Sometimes he just won't let you out of the room so you have to wait and follow
him out.
______________________________________
Before you move into the next room look back to BG#3 to ensure he isn't
following, then QC directly to the EP side of the glass walled office. If BG#3
is already in the next room QC toward the XP leading to the Hlwy then around
and behind BG#4 in the cubical at the mid room. Go NS; Locate and target the
monitor on desk of BG#5 in the glass walled office, lower sights till contact
then EEV the comp for the 1st objective. 180, QC to and through the XP, MBSA,
pass through the sleeping quarters to the next XP. CtD, if BG#6 is standing to
the right of the door SOE&CD. If #6 isn't to Sam's right switch to IR to locate
him. Enter the storage room from the left side double door, OE&CD.
Once in the room locate the wall cam, wait till its rotating away to move. If
#6 is to Sam's right QC behind him and continue along the right to the door to
the left of the stairwell. If not QQC along the shelving on the right then
drift left to the door near the railing. Pick the lock; enter the room, move
left almost to the wall corner near the table, ignore BG#7 scope the EEV and
scan the comp for the 2nd objective then close the door on your way out.
(NOTE)
I don't know if it's my game or this happens to everyone, it seems the game
doesn't want me to gain footing on the platform before BGs#7 and 8 are done
with their convo. When I have, even though I make it to cover without comment
once the 2 have ended their talk they just stand motionless.
______________________________________
Turn left, hop over the stair railing and drop to the floor below; Stand, hook
right, around the wall and run into the large open area. Drop to QQC and stay
to the left, locate and listen for the 2 RBGs talking on the raised platform
near the missile truck. Slide past the steps and along the wall of the raised
platform till you reach the end of the railing above. Turn, face RBGs#7 and 8
above and go NS. As BG#8 turns around the rear of the truck hoist up onto the
platform. Stay tight to the truck all the way to the front and hold. RBG#7 will
move over to the driver's side and wait for a few, then turn to walk away.
As he turns to walk away to the lower level, QQC over to the fuse thingy on the
wall and repair it so the missile can move down the track to the red light
area, spin the camera back toward the climbing space on the truck to orient for
a fast and quiet approach when done with the fuse. Quickly move back to the
driver side of the truck, hop onto the bed and climb up onto the cab. Jump up
to the rail, 180 and skooch along the rail legs down halfway to the camera then
legs up. Continue along the rail, once you pass over the raised platforms
railing drop Sam's legs and speed skooch into the red light area. If you get
too close to the missile it forces Sam's legs up slowing you down.
Once you pass over the ledge to the red light area drop down and quickly move
to the trap door and drop to the floor. Drift left as you FC to the wall and
hold, ensure no part of your body is past or even with the corner of the wall.
Boo the corner; you're likely to see RBG#9 from Control Room #2 walk to the
edge of the elevator area then return to the control room. QQC left around the
corner and into the dark, QC along the raised platform to the control room
steps. Allow #9 to pass if he doesn't walk up the steps then move to the
elevator crawlspace trap door across from the steps and hoist up. Locate the
panel, patch it, ride the elevator to the top and into the vent ASAP.
(NOTE)
New route, faster in general than previous route and doesn't rely on luck
regarding the 2 BGs that haunt the target comp area.
If anyone has been having issues with the big doors in missile storage area#2
blocking access to missile launch area#2, I believe I've found a set of rules
one must follow to ensure the door is open when you arrive.
1. You must not break the ambient noise level while entering the CR, accessing
the target computer or exiting the area, if there's any AI comment at all the
door will be closed.
2. You must not exit the area to the elevator Hlwy before the captain is shot.
______________________________________
Exit the vent, hook hard left into the dark niche then drop down from the
ladder. Open exit and close the gate, QQC past the elevator and left around the
corner. Stick and stand to the wall on the right then slide to the far corner
of the wall, crouch and release as you slide back into cover. QC around the
corner and wait for RBG#10, he was in the room below the duct you just crawled
through.
(NOTE)
1. If BG#11, often between the control station and the topographic screen is
already at the screen hold in the dark till he moves to the control panel or
walks to the lower level. If you see him moving to the screen as you approach,
follow #10 then break off at the target comp.
2. If BG#11 isn't on the upper platform when you put eyes on the control panel
and screen stay put in the dark until he returns to the platform and stops
moving.
3. If #11 is at the control panel on your approach, I'd save before continuing,
the odds are 50/50 being ID'd while accessing the comp.
______________________________________
I would suggest saving here while waiting for RBG#10 to walk past you if you're
in the habit of ignoring the above. Look for BG#11 to your 12:00 between the
control station and the big screen he should be there and facing to your left
or right. If he is not there do not immediately follow #10 toward the control
station, #11 almost always pops up from the office stairs just after you begin
accessing the target comp.
If #11 is ahead of you move toward the control station with caution, some times
#11 will turn toward you, walk toward you or 180 from or to the control station
as you approach the target comp. Give it a sec before exposing Sam. QC #10s
6:00 then break off when the target comp appears to your left.
(NOTE)
As noticed below, to minimize KOs I've elected not to interrogate the officer
for one of the objectives. It still produces a 100 percent completion at the
end of level stats.
_____________________________________
Complete the objective, 180 and retrace your path back to the elevator area.
Crouch and release from the wall as you pass into shadow at the edge of the CR,
MBSA to the right turn into the elevator Hlwy then stand and run to the
elevator room doors. Go hard right into the room along the pipes, halfway into
the room roll into a FC, move to the elevator and tap the button. FC into the
elevator, locate the panel and press for down.
(SAVE)
(NOTE)
Do not nose up to the elevator doors; if I push into them while they're opening
they stop just short of allowing Sam to pass through. This appears to be a
problem with many doors, gates and objects in many video games.
______________________________________
Following the pace of this level, move to the doors but don't touch, as soon as
the doors open enough to allow Sam out go hard right out the doors at QC, stick
to the wall on your right and slide around the corner to the pipes. If RBG#9 is
busy on the platform release from the wall and QQC over to a safe position by
the steps and hold, #9 will walk be by in a moment for CR#1. QQC up the steps,
cross the room and out through the XP.
If #9 continues walking toward Sam in a calm manner, as #9 passes by release
and quietly head for the dark below the elevator service area trapdoor, odds
are high he'll continue to CR#1. QQC up the steps, cross the back side of the
CR, behind the glass thingy and out through the XP, leave it open when you exit
CR#2.
CT7b, "Playing with phallic symbols", log #4, getting launch codes and I'm not
afraid to use 'em.
(NOTE)
There's a very dark lane straight out from the nearest stairs of launcher
control#2 to the wall for Sam to creep through and avoid RBG#12, he can't see
into or through it, go figure.
More often than not, if RBG#13 is at the boxy thing when you CtD odds are he'll
be heading toward your EP in a few secs, if so and you're trying for a fast
time, forget it he'll hang at the EP forever.
BG#14, the technician; keep your eye on him when you've finished up on the boxy
thing repair, as he returns to his task, he looks directly toward the work
assignment. If you're still at the repair site hold till #14 is just about to
reach the front of the boxy thing then QC around the turret.
______________________________________
QQC down the steps into the missile storage area#2 then turn right, continue
into the dark then stand and run around to and around the corner ahead. Run
along the WKWY then leap off and hit the ground with a roll. Make a tight left
around the next corner QQC under the blast door then head straight for the
launcher control#2 steps. RBG#12 is approaching and will be oblivious to Sam's
movement. QC down to the CR door, CtD and locate BG#13 at the console to your
1:00. I do suggest saving at the control room door, #13 at the console is
persistently and frustratingly unpredictable in his movements.
(NOTE)
It's possible to access the comp without a distraction but it could take
forever and it still requires a distraction to get at the launcher panel boxy
thing to patch it so I combined the two.
______________________________________
(SAVE)
CtD and locate BG#13; (usually sitting at the target comp), if at either
extreme end of the room, OE&CD and go straight for the boxy thing to Sam's
11:00, slide left to the launcher turret and stick into the niche between the
two. Look right to #13 at the console, if he's still sitting whistle twice. If
he moved over to the boxy thing then whistle once. Now circle Cw around the
turret, BG#14 working on the boxy thing will rise and the 2 will walk to
investigate the anomaly. Follow them closely around the boxy thing then break
away at the console for the objective, 180 from the computer return to where
#14 was working and repair the boxy thing for him. Stay tight to boxy thing and
turret and retrace your path back to the XP, (former EP).
Stop beside the turret and wait for both BGs to settle down before you move to
the XP, OE&CD. Climb the stairs to the top and avoid RBG#12 patrolling the
launcher. #12 makes long stops at the head of the 2 stairwells leading to the
control room. Choose the best approach to hack the launcher and melt into the
darkness. When safe, FC out of this area; once past the blast gate run to the
WKWY and hoist up. Run around the corner toward missile storage area#2,
(there's a tech messing with a missile cone), about 30 feet from the steps roll
into a FC then enter CR#2. Boo CR#2 from the EP then close the door, look for
RBG#9; preferably you see him walking toward CR#1 continue at a FC to the
elevator HLWY. If he's closer to CR#1, run to the elevator then QQC.
(NOTE)
I have a new route to Missile Launching area #1; so far it seems eventless,
which is good.
______________________________________
Move as quickly as possible while MBSA, you want to catch up to RBG#9 and stick
to the wall left of CR#1s raised platform before he steps onto the platform.
If you're close to #9 in the elevator Hlwy follow at his 4:00, then drift to
his 7:00 as he turns left and begins moving into the CR#1 area. If still close,
follow him up onto the platform and along the back wall to the vertical control
panels and hold.
If you're way behind, you'll have to hold off to the side of the crates in the
elevator Hlwy till #9 heads back to CR#2. Between #9 and #15 one of them will
be facing the Hlwy till #9 returns to the Hlwy.
BG#15 from CR#1 will be reentering from missile storage area#1 or already in
CR#1 and likely bitching about something. Remain in the shadows and hold at the
vertical control panels till #15 site down and #9 walks over to the glass like
panel near the elevator Hlwy. Exit CR#1 via the short dark Hlwy.
Leave the door open FC down the steps and head left. Keep an eye on Sam's
12:00, if RBG#16 appears ahead stick and continue along the wall into the dark,
if not continue along the wall and into the dark at a FC. Peek around the
corner to locate #16, odds are he's walking toward the blast door or away from
it. If toward the blast door, follow him along the Wkwy to the tail section of
the missile. Stop at the leading edge of the missile's left tail fin, step off
the Wkwy to it then QC forward onto the frame to the leading edge of the right
forward fin. Walk along the outer edge of the forward fin back to the wall
corner then step off to the ground. QC the perimeter to the blast door then
along the door to rail#2 and hold till #16 walks away.
As #16 begins to move off release, QC to and patch the panel to raise the blast
door. FC to and roll under the door once it rises high enough to do so, Stand
and run across the missile area, hop over the bunker curb, drop, hang and soft
drop to the ground. CtD with IR if required, if safe and lucky, (like I am on
about 40% of my runs) a BG will be walking to the left or standing at the panel
left of the EP. Open the door, QC to the right into the bunker, access the
target comp and exit. If not lucky and the comp BG won't move from his seat,
(you might get tired of restarting) so maybe he's the only KO of the level,
"Good luck"! When complete, QC out the bunker and close the door on your way
out. Begin running once you're on the stairs and return to the missile trough.
(SAVE)
(NOTE)
Where RBG#16 is along his route depends on how fast you moved from and back to
the blast doors. #16 can be pretty much anywhere along his route but has never
been at the blast door end. The options for action once Sam is standing against
the missiles forward right fin are many but rely on where the RBG is and what
direction he's moving.
For the most part I'm going to report the speed maneuver I developed rather
than a slow albeit safe stealth method. At the pace the guide is moving speed
gets the job done. Generally the RBG is in the trough and at the far end of his
patrol when you mount the missile. So, unless you clod hop onto and over the
missile you'll be unheard. Lastly, avoid turning left too sharply as you move
over the fuselage to the rear fin, the last thing you want is to be stuck on
the floor between the fins.
______________________________________
Locate the missile you hopped over earlier and drift left to the wall. Jump up
onto the missile and circle left over the fuselage to the rear fin and drop off
to the floor. The RBG should be on his return leg, so crouch and QQC left to
the wall and up the left side of the steps. Stay left and tight to the wall,
slide over to the left corner of the platform where it meets the elevated WKWY
and stick to the wall. You need to be facing toward control room #1 and looking
left and down for the RBG. The RBG will slow down as he approaches the WKWY
then bend over to creep under it, just as he bends over release and QC across
the WKWY. Keep an eye on the noise meter, remain below ambient.
(NOTE)
Be at -0- noise to the corner leading to missile storage area#1. Accelerate to
QQC as you round the corner, when you're 1/3 of the way to the stairs to CR#1
up it to FC otherwise the RBG may hear Sam and go deep into the storage area.
The game isn't thrilled about you beating the RBG to the corner of the storage
area either; so if you goof it up by making too much noise it would be wise to
look into the missile storage area through the CR's window while accessing the
target comp.
If you see him walking by, as you "X" out from the target comp you might be in
trouble. If lucky you may exit to the storage area and make it into the dark
without incident.
______________________________________
Once over the WKWY return to the storage area at a QC. Once you're around the
corner pick it up to QQC, about a 1/3 of the way to the steps go to FC. Enter
the Hlwy, go IR to see if #9 is in the elevator Hlwy and heading this way, move
a bit deeper into the room and look right, if clear enter CR#1 go straight to
the target comp for access.
If #9 is in the Hlwy get comfy it'll be a while before he walks over to the
topographical map, wait for him to walk across the room to access the comp.
(NOTE)
Route change, this comes from looking at Sam's Map after I don't know how many
years and realizing that there's 2 Extraction Points instead of one.
______________________________________
Once you complete the target comp in the #2 Control room QC back to missile
storage area#1. If you did not make any noise or beat the RBG to the storage
room corner you'll be clear to the corner, once there boo the corner, locate
#16 and determine your best course to the blast doors, e.g., trough or WKWY.
Once Sam is back out and over missile launch control#1 head left to the corner
of the concrete parapet, locate the red light and hop up for the extraction
window.
Best time 13:06
Average time 15:00
Dists 1
Minus 1 objective complete 100 percent.
_______________________________________________________________________________
CT8. SEOUL
Recommended
CT8a, driving hard drives to the roof and cutting power to PA feed 1, 2&3
CT8b, Disable UAV comps #1, 2&3 and acquire UAV data from comp
CT8c, Disable UAV comps #4&5,
2/21/17 new from mission start, -0- damage route from the building to ground
2/22/17 new route and maneuvers to the crash site, eliminate 1 distraction
2/22/17 new old new XP route up and over the staging again
(SAVE)
CT8a, driving hard drives to the roof and cutting power to PA feed 1, 2&3
FC to the XP, CtD, exit right from the door toward the edge of the burned out
building then turn left into the kitchenette. QQC to the edge of the blown out
wall then look left and down to the red sign on the bisecting wall and the
sitting bench below it. Face Sam just left of the center of the sign then
gently press forward. Sam will fall to and slide off the concrete slab leaning
against the building, landing in the crouch between the sitting bench and chunk
of concrete with -0- damage. 180, locate the XP, disable the wall mine and jump
over the barrier. QQC out to the street, go EMF, locate the power feed to the
PA system at Sam's 10:00 and cut it. QQC back to the left side of camouflage
net and hold.
BG#1 will emerge from the camou, snatch and drag him about 10 feet into the
short dark ally you emerged from, get the info and choke him out when done.
Exit the ally, turn left and accelerate to FC, once past the cut PA feed stand
and run, locate the climbing pipe at the far right end of the ally and climb
up.
Skooch to the fire escape and FC to the ladder, (RBG#2 is on a flat roof at
Sam's 11:00), slide down and drop to the ground. FC to the stacked boxes;
stand, go IR and locate RBG#3 across the square on the raised platform. He'll
speak out to #4 then walk off to Sam's left, as he begins moving MBSA around
the boxes, past the umbrella and into the darkness. Locate PA feed #2 then
disable it. BGs#3 and 4 will be talking about a test; move over to the
passenger side rear corner of the truck near the steps and hold. RBG#3 is
behind the truck, #4 inside.
(NOTE)
#3 walks to the front of the truck then to your EP. He will remain there for a
short period then return to the driver's side of the truck. Then he'll 180,
walk around the line of boxes and crates toward your XP ladder then back toward
the concrete platform.
______________________________________
Sit tight, #3 will walk off on patrol, if you're very lucky #4 will exit the
truck shortly after #3 walks off, otherwise he'll be out in a minute or 2 to do
something at the side of the van. While waiting for #4 look over your right
shoulder, note whether or not, #3 enters your EP zone. Once #4 exits and turns
to his right from the steps, move to the steps and enter the truck, access the
comp and exit to the right. QQC between #4 and the row of boxes and crate
locate #3.
1. If #4 exited the truck before RBG#3 was halfway between the front of the
truck and EP zone continue past #4 to the dark niche opposite your XP ladder.
Face the ladder then QQC to and climb up.
2. If you saw #3 enter your EP zone while waiting for #4, you don't have the
time, retreat to the end of the line of boxes and stick to the end until #3
begins walking toward your XP, follow and hold to the right in the dark niche
till he begins walking away then QC to the ladder and climb.
Both options continue from here
Once at the top of the ladder, locate and disable the last PA feed in the area.
Enter and exit the vent inside the building. Climb down both ladders, locate
and take the HDDs then return to the ladder. Stand and stick to the wall
between the ladder and the server rack. The doors to the room will be blown off
in a moment, once the doors are gone squeeze between the wall and server and
slip over to the wall near the opening. Wait for RBGs#5 and 6 to enter the
room, QQC out of the room, drift right to the stair platform then stand beside
the opened electrical panel on the wall, hop and hoist up.
(NOTE)
Ensure you stop and stand a smidge over a foot away from the platform above to
avoid the noise of hitting the underside of the platform and then the floor.
______________________________________
QC into the HLWY, move left to the wall after passing the niche, stick to the
wall and slide to the end. RBG#7 will turn and walk to the stairwell, round the
corner and locate the bathroom as he moves away. Enter, move into the dark gap
between the wall and stall on the left and stick to the wall. BGs#8 and 9 will
exit the elevator; allow #8 to pass before exiting the bathroom, he looks into
the room just before passing by. QC along the wall and slip behind #9 into the
elevator, ride up to the roof.
(SAVE)
CT8b, Disable UAV comps #1, 2&3 and acquire UAV data from comp
Drop off the WKWY creep under it then left, locate and EEV UAV comp #1. QQC to
and drop off the ledge. Jump up to the cable and zip to the other building.
Skooch right, climb over the fence and drop to the ground. Run to and around
the corner of the building to the stair platform hop over the railing then run
down the steps. Turn left at the next corner, run to the ledge and jump up to
the pipe at the edge of the building. Skooch toward the opposite end of the
pipe, soft drop to the shed just as you reach the leading edge, turn right and
soft drop to the main deck.
QQC the few steps to the building and hoist up. Creep right toward the wall
then stand and EEV UAV comp #2 on the far balcony. Ensure you aren't ID'd by
RBG#1 on the same balcony as you slide between the wall and AC unit. Creep to
and drop off the side of the building to the roof deck below. Do all of this
before the UAV arrives and or being ID'd by RBG#2 that will approach and open
your XP. Sometimes he'll kind of stop and spaz about 5 feet from the XP then
he'll move to and open it. Take note of the dark lane running from Sam to the
far wall as RBG#2 heads for the XP, move to the right side of the dark lane and
follow him into the building.
Once in the building turn right and work up to a QQC to the XP around the
corner. OECD, FC through the blown out bathroom and drop to the floor below, FC
left along the damaged floor to the wall and drop down again. FC to the rear
wall to cover, then 180 and EEV UAV comp #3. Go NS and stand, take note of the
red beam from the UAV as it moves off to the right, run and jump to the next
building, hop over the knee wall, QQC to the XP and stick to the wall to the
right of it, (with Sam's nose at the right edge of the 1st full tile from the
door trim). RBG#3 will exit the building, as he moves away from the door QC
through the opening, turn right and QQC into the room with the planks spanning
the missing floor.
(NOTE)
Be careful for the next 2 DHDs, avoid the debris at the floor openings drop
point it may prevent you from grabbing the floor. This error breaks the ambient
noise level when you bypass the [HANG] and hit the floor below from a straight
drop.
______________________________________
Move to the far right side of the planks and drop down a floor. QQC left
through the burned out HLWY and drop down a floor. QC to the planks and wait
for BGs#4 and 5 to move away from the bomb, drop down to the ground floor of
the restaurant. Move over to the food server opening in the wall stand and EEV
the comp for the UAV data. Enter the vent and exit, ASAP turn right, look up
and to the right, there's a dark rectangle, move under it then jump up to the
pipe including legs. Mad skooch to the end, drop to the ground, FC over to the
chain link fence, climb over and drop to the ground before RBG#6 sees you.
(SAVE)
CT8c, Disable UAV comps #4&5,
(NOTE)
I highly suggest the save; this area and the crash site are the 2 most
frustrating and unpredictable areas of the mission. For the majority of the
time the BG that crouches near the truck eventually, (sometimes sooner,
sometimes much later, sometimes not at all) stands and runs out into the fray.
On the last play through the game snapped, I stubbornly spent over 2 hours
trying to get to the 1st ladder; I altered everything I could short of stunning
the SKA crouching near the truck. This time not, (if he does move) he takes
about 8 steps out then returns to the truck.
On the one odd time I was able to get to the ladder the SKA targeted the ledge
and would not let me near the corner. I have no solution to this but to stun
the BG or try restarting from the previous save and or restarting the level.
When the AI does respond correctly this is what you want to do.
I presume the combatants this side of the street and in opposition to the tank
are South Korean Army. My reason is the intensity of the (commie bastard)
statement; I believe it's uttered by a near combatant.
______________________________________
QQC into the adjoining ally, hold to the left side of the dumpster, let SKA#1
drop and #2 to run into the ally on the right. QC around the dumpster to the
building, stick and slide to the dark corner. Move into the alley when #2
returns to the conflict, (it could take some time). FC around the corner, turn
left at the end of the row of boxes, aim for the right side of the ally ahead.
Once in the ally roll and FC to the end; FC the perimeter to the ladder and
climb up. At the top look down and to the side of the truck, if #2 is there
note whether he's occupied, looking out over the battle scene or up at you. If
he's missing or facing away from you QC to and around the corner all the while
keeping and eye out for #2.
Stick to the building, slide to the end of the low dark rectangular sign to
Sam's left and stop. Creep out left to the ledge halfway between the sign and
the cable above connecting the buildings on both sides of the street. Drop off
and hang, soft drop to the ground then stick to the wall. There's a very dark
lane running across the street from your position. Now it gets hairier and
scarier, go NS locate the center of the dark lane and then go NV there's a
magazine just to the left of center, that's your target. Look right, locate the
turret on the tank, when it turns left and BG#3 moves away from the sign to
your left or begins to reload FC across the ally to the wall.
(NOTE) 2/22/17
A 1st in all the times I've played through this section of the mission, NKA#1,
always in front of the tank and positioned at the overturned car or against the
building across from it. Today he was at the tank's 5:00 and using the corner
of the building as cover for reloading. I've always used the side and 6 of the
tank as cover from NKA#1 and the remaining SKA, circling it to its 7:00. NKA#1
exposes himself to empty a clip then retreats around the corner of the building
to reload. I was able to advance on him and stick to the building under cover
of dark when he retreated. When I got near the corner of the building I QC'd
around him and the tank while he began his reloading sequence.
______________________________________
Quickly turn right, stay tight to the wall, QQC to its end, and bear left into
the dark and behind the overturned car. Boo the end of the car for BG#4, he may
be beside the car, if he's across the street, he may see and shoot you as you
move to the side of the tank. QQC to the side of the tank, remain tight to it
around to the back left end, boo right to the front to see if #4 returned to
this side of the street for BG#4, if so you may take rnds from him moving to
the XP ladder. If and when clear FC to and climb the ladder, occasionally #4
will reposition to the left front corner of the tank, if so wait for him to
turn to the conflict. FC to the ladder; climb to the top, disable the UAV comp
and proceed through the building to the window overlooking the balcony outside.
(SAVE)
2/22/17
New route and maneuvers to the crash site, eliminate 1 distraction
Switch to pistol as primary wep, stand and hold. When you clearly hear the UAV
approaching hop over the window, move left to the end of the railing but don't
contact it, go IR and then look down. RBG#1 is walking toward the base of the
building, stand as soon as he moves under the awning. Wait for him to move off
to the right and clear the awning to hop over the railing for a couple DHDs to
the ground. If you jump the gun and he quickly turns back hang until he moves
off to drop to the lower level. Stick to the building to provide cover then
hold. OCP the large blue and white neon sign when RBG#1 has circled back to the
SUV's 4:00.
Go NV. Loop CCw toward the flat bed truck then toward the SUV's 7:00. Keep an
eye on the UAV search beam; it may pop back to the corner of the building near
the SUV and or at the truck's ramp. MBSA to and up the ramp access the comp and
exit, RBGs#1 and 2 will be looking, and or walking away from the ramp, truck
and XP route. QQC out the truck and left between it and BG#3 who's sitting at
the table; MBSA along the truck to the passenger door then angle right to the
XP alley. To date the UAV has been left behind toward the beginning of its
patrol routine. When you reach the leading corner of the alley stand and run to
the end.
(NOTE)
If for any reason the UAV is between you and the end of the XP alley, look to
your left as you approach the ally, you'll see an umbrella and a narrow table;
right after the table is a dark niche hide from the UAV there. As you pass the
table on your right accelerate to FC all the way into the niche. Stand, as the
UAV exits the alley move out of the niche and break into a run for the end of
the alley.
______________________________________
Turn left into the really narrow and dark alley, go NV and QQC to the head of
it. A tank and bunches of BGs wearing, "I just want to kill Sam Fisher" jackets
are strewn about.
(SAVE)
(Note)
I suggest saving here big time, the light and BGs are tres unpredictable and
worse is the turret gun on the tank. Like the previous tank encounter,
regardless of whatever clever thing I believe I'm about to do through the pilot
recoveries, more often than not the tank vents Sam to the ground and then
adding insult to injury it continues sending rnds to push him to the wall. I
haven't found a reliable way past either tank. On the other hand, I have been
moving through the gap, have the light flicker back on and not been fired on.
Saving behooves all us little devils.
______________________________________
At the head of the alley; wait for the RBG approaching from the right to pass
toward the tank. When the flickering street light goes dark, FC through the
gap; as you pass to the left of the tail section, stand and run toward the
wall. At the wall turn right and run along the fuselage toward the airmen. If
you hear the turret begin to whir while moving through the gap, (turret's
tracking sound) try rolling past the tail section, it may still prompt a BG
investigation. As you pass the end of the wall on your left locate the dark
corner to the left of the dumpster "Hey Moe!" a climbing pipe, climb up locate
and access the last comp to complete the objective.
Slide back to the ground, pick up a flyer, stand and walk back to the tail
section, drop into a crouch as you approach the end of the fuselage, move right
to the wall and slide just past the beginning of the tail section. Scan for
RBGs with IR, a BG appears in the ally you previously exited. When clear move
to the other side of the tail section and wait for the light to go out. ASAP,
FC into the ally and dump flyboy at the end of it.
(SAVE)
Return to the head of the alley; wait for the light to go out then QQC across
the gap, after you pass the tail section FC to the 2nd airman. Grab him, stand
and hold, if you heard any comment from the AI on your way back look hard
toward the tail section and expect to see an RBG walk past it to Sam's left.
Wait for the RBG to disappear before moving out for the ally. I've been having
good luck moving Cw around the nose of the jet whether BGs were attracted to my
movements or not. You can see the tank without being fired on and are much
closer to the light and crouching BG to your left.
Or you can backtrack to the corner of the building then crouch, remain tight to
the building and QQC to the end of the turbine near the end of the fuselage.
Locate the BG crouching in the niche to the right of the light pole. Hold at
this position, you'll have cover from the BG when the light is on. Begin
walking toward the left corner of the tail section; about 3 feet from the tail
bear left for a path that passes about 5 feet to the right of the BG. Once past
the BG drift right toward the ally's right side wall to cut down on the turrets
LOF. Walk through the narrow ally and dump the pilot.
In either case, you need the light to be off for a long count and hopefully the
turret to be swinging right as you move past the crouching BG toward the narrow
alley.
(NOTE)
Route change, this maneuver eliminates 1 distraction, no need to attract the
attention of the crouching BG near the ally. The two issues with this change
are the light and the tank's turret.
Firstly the duration of the light's off position, there is one span where it
remains off for about 12 seconds, this is the one in which Sam must move and
for the most part is random.
Secondly the turret, you can hear it but can't see it from Sam's position
beside the fuselage which is the closest point to the ally with any cover.
The only aspect you can rely on is the duration of lights out and roughly when
it'll come. Regarding the turret there's no guaranty which direction it'll be
pointing or moving to and whether or not it'll swing back and spank you. One
thing I can offer is the odds being about 60/40 in favor of success.
______________________________________
(SAVE)
2/22/17
New old new XP route up and over the staging again
(NOTE)
The old exit route up the ladder near the tank seemed to grab the attention of
the BG crouching or standing near the tank far too often, so I rerouted the
exit and found a successful path without grabbing the interest of any BGs. The
problem with this is the same problem that plagued the staging, the freakin
lamp post from hell. Add the big bright sign past the corner of the building
with your zip line XP and I ended up taking hits just as often. So I began
working on the staging again and believe "Oi 'ave a cunning plan", it all
revolves around "Hell Light".
______________________________________
QQC to the head of the ally, stick and slide along left wall toward the corner,
stop and hold at the white line. The BG is still crouching to Sam's right; as
the light goes out remain tight to the wall, slide around the corner into the
windowed recess then stick and slide to the ladder. The lamppost from Hell will
begin flickering again, stand, release and flip from NS to IR while waiting.
Look past the ladder, poly sheeting and tank for the RBG that patrols beyond
the tank, if he is approaching the tank and SBG when the light goes out again
hold fast. If he's walking away when the light goes out for a long count and
the tank turret is rotating away from you, release; climb ladder#1 to level#1,
move tight to the wall beside the ladder and hold.
(NOTE)
Here's another AI comment glitch.
Preferably you want to hear nothing as you reach level#1; however, if you hear
"What was that?" while climbing the ladder don't immediately despair; if the
RBG continues walking away, only the SBG could have seen something while you
were climbing the ladder. Look down for the SBG and RBG, if both maintain
relaxed position and patrol postures, you're good to go. Go IR and swing your
camera down and along the base of the staging, you'll likely see the crouching
alley BG calmly take position at the side of the tank. If no one is posturing,
pointing rifles and or advancing on the ladder you're good, otherwise you blew
it.
______________________________________
From this point you need to keep an eye on the light from Hell, the RBG and
tank turret. As soon as the RBG's back is to you, the turret is rotating away
and the light is off MBSA to the base of ladder ladder#2. From this point you
only need to keep track of the tank turret and for the RBG. When both are
facing away climb ladder#2 to level#2, move to the wall and hold. Repeat the
previous to the base of ladder#3 and then to level#3. Move tight to the wall
and slide toward the sign till the "designate target" window appears then press
action.
(NOTE)
Don't be fooled by the RBG, when he squats facing away from you, wait for him
to be walking away or besides the staging to climb ladder#3 and QQC to the neon
sign for "Designate Plane" This procedure will add minutes to your time, but if
you're working toward a -0- comment mission this works if you're patient.
Best time 17:04 with comment
Average time 21:00 -0- comment
KO 1
Dists 1
All objectives complete, 100 percent
_______________________________________________________________________________
CT9. BATH HOUSE
Recommended
Locate files in the Bath house owner's 2nd fl office, tap phone line #1
CT9a, confirming dirt on Shetland, snatching "Chaos Theory" data, tap lines
#2&3
CT9b, to the furnace room
CT9c, taking out the garbage, oh and disarming 3 ugly bombs
(SAVE)
(Note)
To reiterate a previous point fast times can be made or broken when EEV or
manual scans of comps and keypads are required, AI timing is as and even more
important. Without it there are no surprises or big breaks when they afford you
a freebie which is what I got at the beginning of Bathhouse. I didn't include
the event, because I don't expect it to be part of the general AI routine, I
never lucked into it before this run and I've run this level close to 30 times
for the guide. I had some fantastic luck on the very last run and made a few
more changes.
If you're still getting ID'd in the bath house, written below are 5
possible/major areas where they likely occur in order. The 1st ID may be by the
electrician at the beginning of the level as you drop into the sewer. Quite
often as of late I've been bagged on the way down, and as I hit bottom the
sound cuts out. The most you might hear is a kind of chirp. Can't say whether
it's just my game or it also happens to others. The rest are the obvious ones.
The reason being, these are the only areas where you have little or no control
over stealth and or cover, (crossing the firefight), or stunning an RBG at the
same time he IDs you, (thereby voiding the verbal alert).
1. The electrician beginning of game.
2. Exiting the vent from the pond room.
3. Crossing the HLWY at the far end of the firefight.
4. Shower room.
5. Boiler/Furnace room.
Once I reworked the maneuver for the last 2 rooms, I'd still get ID'd 1 to 3
times. I spent tons of time ensuring a "ZERO COMMENT" game for all areas where
interaction isn't required, (distractions) from all BGs in the game let alone
level, I kind of snapped. Convinced they were in the furnace room. I restarted
from the showers shocking the 3BGs and completed the rest as usual. If there
were 1 to 3 ID's, on the previous run and I lost 1 or 2 after multiple
attempts, some were coming from the furnace room, but at least one was from
some other place.
I think that an ID and an alert notification should coincide regardless of
whether a verbal is made. I'm thinking the electrician at the beginning of the
level might be an ID and never recognize and or be aware of a comment.
______________________________________
CT9a, confirming dirt on Shetland, snatching "Chaos Theory" data, tap lines
#2&3
Sam begins in an alley, what a surprise! QQC forward, turn right at the lighted
corner, stay in the shadows on the right, ignore RBG#1, (the electrician) for
the moment QQC along the darkened wall and stop in the shadow. Look to the far
end of the adjacent ally, ensure that RBG#2 is walking away, and #3 is walking
out to meet him, use the boxes at the end of the stairwell to cover Sam from
#3. Move to the panel to patch the phone line, go NV, QC down the stairs, jump
up to and hoist up the ledge to the alley. Weave through the crates and boxes
to the awning at the end of the ally. Slide around the corner, stick to the
wall, inch your way forward till the light meter begins to register and hold.
Swing the camera around and locate the electrician, he needs to be walking
toward or at the phone panel near the stairwell as you approach the manhole, if
not you're stuck for a while as RBGs 2&3 walk off. If stuck, eventually #3
walks toward Sam's entry point, the electrician moves back to the stairs and #2
returns and passes the manhole allotting time to drop down. Accelerate from QC
to QQC to the corner then to FC to the XP ladder, drop and QQC to the trap
door, open it and climb out. Go NV if not already in it, QQC across the left
side of the next room; drop to a QC and out the door behind RBG#4.
QQC to the next room, as you QC into the room note BG#5 sitting to the left and
a couple dumpsters ahead. From the EP stand and run to the side of dumpster#1
crouch and creep to the end of dumpster#2, hold at the end of it. Locate #5 who
is now walking toward the 1st dumpster, as he passes the hanging electrical
cord move over to the perimeter wall behind the hanging sheets and to the
darkened exit. Bump up to FC in the short "U" shaped corridor to the next door;
open the door, move into the room a foot or 2 and press close door.
(NOTE)
99 percent of the time RBG#1 is entering the large sitting room or already in
it and heading toward Sam and the desk to his left. On a rare occasion #1 is
just entering the storeroom via the short dark Hlwy EP and the way is clear for
Sam to move into the short Hlwy leading to the lobby. This occurred on my
fastest run through the level.
______________________________________
Odds are RBG#1 will either exit the storeroom from the sitting room EP/XP at
Sam's 12:00 or already in the sitting room and advancing on Sam's position. In
a moment, following the pace of this guide the Redman will enter or exit
through the same door #1 did and RBG#2 is prowling the sitting area to the
right. As RBG#1 stops in front of the desk, press close door if you haven't
yet, as #1 begins to walk around the desk follow him, #2 should be moving away
toward the staging in the sitting room. As #1 walks to the side of the desk
continue into the Hlwy. Stick to the wall on the left just past the paper
hangings, slide and stop just before the corner.
Peek past the corner and take note of RBGs#3&4 moving in the lobby, they must
be standing when you slide into the corner. Before sliding along the wall to
the light in the corner look back to ensure #2 isn't standing in the aisle then
slide to the light release, move around the cased opening, stick to the wall
ASAP and slide to the drape at the next cased opening. RBGs#3&4 will talk for a
minute then return to their patrol routes. Watch #3 as he exits the Lobby for
outside, he stops, turns left and starts walking past the glass doors. #4
patrols from the Lobby to the 2nd floor, wait for #3 to disappear left of the
glass doors and #4 to be right of them to enter the Lobby.
Stay tight along the left past the vending machine, OE&CD turn left onto the
street, QC along the dark lane in the street to the opposite side, stop and
stick. Ensure that you are -0- on the meter, as #3 turns and starts walking
back QC around the phone booth to the climbing pole and climb to the top.
Locate and hop up to the electrical cable running over to the 2nd fl. window
and zip over. Once hanging from the ledge skooch left to the middle of the
window opening and hold. Another Redman will enter, stop at the window and then
go to bed. As he turns from the window and begins walking to his bed hoist up
into the room and follow.
QC past him to the door, CtD; look right and then left to locate the 2nd floor
RBG, he should be passing or has just passed by the door to Sam's right. Ensure
#4 isn't standing at the head of the stairs, hold left until you see the shadow
of 2nd fl entering the cable screen, if clear X out cable and go NS.
(NOTE)
#4's patrol route is a bit erratic, depending on what he does in the lobby. He
has a couple 3 different patterns he can follow. The worst for Sam is to
descend the stairs and go straight to the desk, sit for a few seconds and then
head right back to the 2nd fl. If he flops around in the lobby before and or
after sitting down he won't be on the 2nd fl for Sam's entry or exit.
______________________________________
(SAVE)
Go NS as you X out of cable, OE&CD, QQC to the door at the far left end of the
HLWY and then hack the keypad. Leave the door open, run across the room to the
wall vent and hoist up, EEV the comp and exit. Run to the file cabinet rifle it
for the file then MBSA to the left side of the open door and hold. "DO NOT MAKE
CONTACT WITH THE DOOR"!
(Note)
2nd floor's reaction to the hacked keypad and closed door ranges from
conniption fit to "Hmm curious?" and calmly taking a step into the room. With
the conniption entry, from that point on he remains guarded, aggressive and
slow moving with wep drawn. So far, in countless repetitions 2nd fl has reacted
poorly to the open door thrice, the rest of the time I get a kitty cat
entrance, exit and patrol, go figure. In this situation an open door that
wasn't just a minute ago would freak me out big time. If you want kitty cat,
hack the keypad and leave the door open. You can get the pass code from the
sleeping man, but that requires an extra KO.
______________________________________
CT9a, recording dirty boy and snatching "Chaos Theory"
Once 2nd fl returns and then begins to exit the office follow him around the
door and stick to the right side of the opening. As 2nd fl heads for the stairs
move out of the office just enough to boo the stairway end of the Hlwy without
exposing Sam. Ensure #4 isn't at the head of the stairs, before following 2nd
fl. As the RBG walks away follow and return to the Redman's room. OE&CD, QC to
the window stand and locate RBG#3 below. He should be standing to Sam's left or
walking to Sam's right. Climb out if he's standing or when he passes the ridge
of the entrance roof below and soft drop down and then to the ground. Move to
the soda can in the street, then to the glass door on Sam's left as #3 walks
away.
(NOTE)
#4 can be anywhere, in the lobby, the stairs or back on the 2nd fl and you may
or may not hear him talking. The majority of the time he's sitting at the desk
or moving up and or down the stairs and talking on his cell. A few times he's
been standing and talking in the middle of the lobby. Maintain cover to the
left of the glass door and look hard through the glass to see if #4 is behind
the desk. If so hold until he moves toward the stairs. If he's in the middle of
the lobby hold till he turns to the desk then enter.
______________________________________
OE&CD go right; head back into the HLWY, move to the left side, slide to the
corner and boo it. Most times RBG#1's appearance is imminent if not already in
the short HLWY and #2 is LOS in the aisle past the desk. Wait for #1 to turn
back to the door to move around the corner and to the right side of the HLWY
then slide past the paper hangings into the next room.
(NOTE)
So far in the majority of the tests through this area option 1 occurs more
often than 2. As Sam passes #1 and approaches the intersection in the next room
he has the wide aisle in front, desk to his 3:00 and wall corner to his 9:00.
The Redman, (just entering or already in the storeroom) flips a switch that
changes the light pattern on the floor and the low dividers set up around the
sitting room. It will either lighten up the floor in front of Sam and make it
dark around the staging near the exit or make the floor dark in front of Sam
but light up around the staging. In either case as you approach the
intersection you head right, if the floor is dark follow option 1, if lighted
follow 2.
On rare occasions Redman is out of place. Ahead and to the left of Sam is a low
divider that runs over to the storeroom's EP/XP, Red man is standing at Sam's
end of the divider and alerts everyone to Sam. Not sure why he's there outside
of a game glitch. This is likely his position when he sees you move into the
short dark Hlwy on your way to the 2nd fl, but makes no audible to it.
______________________________________
Option 1
As you approach the intersection the floor ahead is dark, proceed to the right
around the desk then hook left into the dark aisle between the low divider on
the left and wall to the right. QQC along the wall to the end of the divider
then hard left across the floor, move between the low divider on your left and
the staging on the right toward the exit. Slow to QC, the Redman and #2 should
be approaching from about 20 feet to your left. You have more than enough time
to exit the room into the short "U" shaped HLWY. Take your 1st right, stick to
the wall and slide to the corner to locate the Locker rm RBG.
Option 2
As you approach the intersection the floor is lit up in front of Sam, proceed
to the right around the desk then hook left into the dark aisle between the low
divider on the left and wall to the right. QQC along the wall to the end of the
divider then hard left across the floor. There's a low divider in front of and
slightly to the left of Sam, stop at the end of it and hold. Locate #2 and the
Redman, they should be ahead and to Sam's left, QC left around the divider move
to the edge of the lit slit on the floor ahead and hold. Allow both to pass by
Sam to proceed to and through the exit into the short "U" shaped HLWY. Take
your 1st right, stick to the wall and slide to the corner to locate the Locker
rm RBG.
(SAVE)
(Note)
Locker rm has a route that takes about 78 seconds to complete, you have about
35 seconds from the time he exits the lavatory till he can see the lav's exit
door again.
______________________________________
Locker rm will begin his patrol in a minute.
As he passes Sam follow him, making all the stops with him as you go. To avoid
detection with any intermediate stops ensure Sam is behind a locker for cover
from the mirror. Stick to the wall on Sam's left, stand and slide after locker
rm to the edge of the doorway to the lavatory. Hold, look out through the
doorway into the HLWY, you want to see DBRBG#1 from the "Dry Bath" room enter
the HLWY from the left. If so, once locker rm reenters the lav and begins
walking to the right along the wall toward the stalls, QC over to the doorway.
Keep your eye on DB#1, as he turns left move into the HLWY, remain to the
right, QC along the wall then drift over to the left, stick to the wall and
slide to the corner.
(NOTE)
If DBRBG#1 doesn't appear in the HLWY while you're stuck, you'll have to follow
locker rm around the lav till he exits. Then move to the HLWY doorway, boo and
enter if clear, QQC to the left side of the HLWY stick to the corner and boo
the Dry Bath area. If both DBRBGs are moving away from the opening on the left
side of the room enter and follow them. If one is facing the opening, advances
and reaches for his flashlight beat feet back to the lav and hang near the
opening till he exits, this rarely ever occurs.
______________________________________
Locate DBRBGs#1&2 they should be about 15 feet inside the room from Sam's
position. #2 will move off to the left and #1 will take off for the exit, hold
fast till #1 completes his crazy Ivan in the middle of the room and turns to
the exit for the 2nd time. Enter the bath area, QC over to and behind #2,
follow him not too close but keep pace, I think his feet are swollen; he needs
to sit real bad to move so fast. Break off at the exit, move into the short
HLWY and stick to the wall to the left and hold. #2 stands and walks away in a
few seconds; as he passes by Sam exit the HLWY; climb the steps into the empty
pool and use the trap door.
Quickly exit through the trap door at the other end of the crawlspace. Sam is
now in an empty pool in the Cold Bath area, look left to locate CBRBG#1, QQC
out of the pool over to and turn the steam valve.
(NOTE)
I believe the coders made an error when creating the access to the pool
trapdoors. For Sam to be able to open a trap, he should be able to close a
trap. Not being able to close the trap would prompt AI comment when they return
to the area. This makes no sense so is considered as a coding error and not a
distraction. The steam valves are a natural part of the pool areas, which
afford cover for Sam; there is never comment or investigation made by AI and so
not a distraction.
______________________________________
Turn around, QQC to the leading edge of the pool and toward the tall divider
separating the 2 rear pools from the 2 front ones. Turn the camera toward the
front to locate RBG#2 before Sam exposes himself and hold. If the fog obscures
everything too quickly go IR. Once the fog obscures the RBGs from Sam move to
and stop about 1-2 feet from the tall divider then hold. To Sam's left is a low
floor divider; across from it is an embedded wall post. The Redman will make a
mild comment in a moment, once made; move Cw around the low divider and to the
right side of the post. Stick to the wall, face the post, nose up to it then
turn around to face your XP, remain stuck to the wall.
Hold till Red is beside and or passing Sam then release, MBSA to and through
the XP, MBSA halfway along the right side of the HLWY then cross to the left
side to the EP to the swimming pool area. Slow to QC as you approach the EP,
boo the opening incase the RBG is still there then enter to tap the phone as he
leaves. MBSA back to the Cold Bath EP; slow to QC as you pass the radiator on
the left then stop to boo the EP; 1 or both of the RBGs may have lingered and
are just getting underway from their little talk. If so let him pass then head
for the steps to the nearest pool, climb in then hop out at the tall divider.
If not, head right at QQC to the tall divider; hop up, go IR and locate RBG#2.
QQC across to the other side and drop to the floor as RBG#2 moves to your XP.
QQC around the low divider and along the wall to the XP, enter the HLWY, QC to
the corner and split jump. Drop after RBG#2 returns to the Cold Bath then QQC
to the Steam Bath. If the RBG is anywhere but walking at Sam QQC into the room
make a tight left, locate the steam valve and turn it. Crouch, turn around and
let the room fill up with steam. Steamy can be anywhere in the room, mostly
he's walking toward the XP or away from it. The safest route through the room
is over the pools to the rear wall then behind the turret, I have a hard time
believing turrets can ID but not shoot, but add Steamy pulling a crazy Ivan,
(180 and walk straight back) and a messed up IR why take the chance. Use the
pools and perimeter wall to the XP.
Continue along the short "L" shaped HLWY, a small room with a reception desk
appears ahead. Stop short of the opening to the room and boo the corner. Odds
are at this pace an RBG with headgear will be in the HLWY to the right. If so
and when clear FC into the room, stand and run around the desk, locate the last
phone line and tap it.
(SAVE)
Run around the desk toward the new HLWY with the high divider. Drop to QQC upon
entering the Hlwy; then to QC as you slide along the left wall past the
divider. The RBG should be around the corner, QQC along the wall, stopping to
boo the corner, if the RBG is there stick and wait for him to enter the next
little room with another tall divider and then follow him. Stay to his left,
stick to the wall and slide in beside him. As he turns to move off QQC to the
XP end of the divider, slide behind it and wait for the next RBG. The RBG will
enter the small room and exit back into the HLWY, as he turns to exit the small
room move out from the divider crouch and QC to the XP then boo right into the
HLWY ensure he moves off before moving to and entering the vent.
Once Sam is in the water QC to the water pipe and hold, the RBG will exit the
room and the tech walks over the planks if not already doing so. As he does he
turns his head to the glass enclosure, when he does, move to the planks and
stand beside them. As the Tech moves into the glassed enclosure hop up and
follow him. Move between the glass and ferns to the end, as the tech turns away
hoist up into the vent. Crawl to the corner and only deep enough to EEV the
briefcase. Do so and back off until the game stops you, listen to the convo and
mayhem that ensues and then back out of the vent. Load a sticky cam in the tube
and save.
CT9b, "To the Furnace room"
(SAVE)
(Note)
If you're lucky, this end will be void of BGs and you can exit pronto, however
more often than not it can take forever, so maybe you should make a sandwich
and get something to drink. Another coding error IMO is Sam's inability to
access the S Cam while in the duct.
______________________________________
Run to and jump into the pond, angle Sam right so that he rolls up to the vent,
stand, go NV, shoulder your wep and fire the sticky through the vent, across
the HLWY and into the right side post of the door to the room that's on fire.
Locate one or both of the BGs if any and start mouing on that sammich. Be ready
to kill the Cam and pass through the vent as soon as both are out of the HLWY.
Grab the Cam off the post, (evidence) and FC through the next 3 something rooms
to the far side of the fire fight. Stop before the XP and boo left into the
Hlwy. A BG is about 10 feet left of your XP, he holds after a reload, empties a
clip then pulls back to reload. The Hlwy Light flickers then loses power and
repeats; crouch and wait for the Hlwy to go dark while the BG is firing his wep
to FC/roll across the Hlwy into the anteroom. Drop to a QC and enter the small
room on the right with the benches drop to SC as you round the corner, there's
a wall mine, disable it and arm with smokes.
(SAVE)
(NOTE)
6/4/09, Shower room in 1 smoke!
2/24/17 I'm about 50/50 now
1st, this is not easy and has a mean learning curve; no question about it,
positioning the 1 smoke for a perfect throw is frustrating at best. If you
saved as suggested and have patience you can get the hang of it in maybe 8
tries, once I get the position and movement timing down I average 1 in 3. If
you can't get the hang of it, use 2 smokes, one at the wall panel to the right
of the far left BG and one at the yellow/orange looking floor grate on the far
right side of the room.
2nd, and this is most confusing, I can't figure it out at all; If the 3 BGs in
the shower are using IR, (hence the red emanating beams from headgear) F/Bs and
smoke are useless, go IR and throw a F/B and then a smoke, you get the bang but
no blinding flash nor is the AI obscured by the smoke. Vision is maintained in
both attempts.
If they're using NV then both the F/B and smoke will blind and obscure Go NV,
repeat the test and note total blindness from the F/B and complete obscurity
from the smoke. So if they're using NV why does the smoke cover Sam from the
BGs but not the F/B? If they're using IR why does the smoke cover Sam at all?
Go IR after throwing the smoke and their heat signature is quite visible. If
they're using NV then why aren't they blinded by F/Bs. Throw all your F/Bs and
they'll gun you down in expert mode.
______________________________________
Stay close to the wall to the left of the EP, crouch, look out the EP and creep
right. As you move toward the EP the (near right) ceiling beam support column#1
comes into view, then the far right column#2, (near XP). Continue to slide
along the wall to the EP, when the right side of near left column#3 comes into
view stop. Look out between the far right and near left posts to locate the
upper left side of the XP, (black against the lighter brown wall paneling).
See the tall light brown vertical wall panels on the rear wall; you can count
the panels using the dark brown vertical lines. Load smokes, (should have 3),
press "X" for the throwing icon and raise it up so that the top of the icon is
level with the top of the light brown panels, (it also works a smidge below the
top of the panel). Now, move right just enough to have 3 full panels in view.
Place the throwing reticle centered in the middle panel with the top of the
icon level with the top of the panel then throw the smoke.
Listen and look for the smoke to pop, and the cloud to expand enough to obscure
the room's XP before exiting the small sitting room. QC out right; move behind
the low divider to the right. If you placed the smoke correctly you have the
time to maintain quiet, so keep the noise meter at -0- or ambient. Turn left at
the stalls look ahead for the ceiling light in the XP Hlwy aim just to the
right of it as you approach. Once you're halfway along the 1st side of the Hlwy
drop to SC, locate the wall mine as you move around the corner, stop, load
sticky Cams in the tube then sling your wep. SC past the mine and once you're
around corner#2 stand and run.
CT9c, Taking out the garbage
2/24/17 new route and tactics through Furnace room
(NOTE)
I don't know why the game changes the initial positioning of RBGs#1, 2 and 3
when I use S Cams, as opposed to Shockers. RBG#1 is just beginning to climb the
stairs to the upper level when using Shockers. When using S Cams he's already a
1/3 of the way along the Wkwy when I access it, forcing me to spend time luring
him down and back toward the room's EP. Virtually the same thing with #2 and 3,
when using Shockers I would be able to climb the pipe back up to the Wkwy then
stun both from their 6s. With S Cams at least 1 of them is almost always ready
to make the 1st right turn on the short Wkwy at the end of the Furnace thingy.
This forced me to place 3 S Cams to act as diversions and does add considerable
time to the mission.
I highly suggest saving before you begin what follows, until you have it down.
I had to close all the windows in the house then ball gag me until I completed
the room I also suggest you save during the disarming sequence of each bomb. Al
my efforts are directed at keeping all 3 RBGs at or between the Furnace room's
EP and the stair end of Wkwy#1. I need them corralled by the time I'm finished
with Bomb#3 and crouched under cover at the top of the stairs overlooking the
XP as RBG#4 enters the room.
______________________________________
Run into the caged area, bust the lock; close or don't close the door as you
enter the furnace room, RBG#1 will rage regardless and often kick in an already
opened gate. However, the busted lock does slow #1 down often enough to catch
him before he gets too far along Wkwy#1. Shoulder the AR halfway between the EP
and base of stairs, Look up to the wall at the top of the stairs; send Cam#1 to
the wall about 7 feet above the Wkwy then 180 as the stupid game forces you
into the camera feed. "X" out ASAP shoulder the AR then send cam#2 past the
cage to the dark wall beside the furnace then 180. X out of the feed move left
under the Wkwy and send Cam#3 to the dark wall under the Wkwy and X out of the
feed ASAP.
Run between the machines and left to Bomb#1, "SAVE" during the disarm sequence;
you'll finish up on Bomb#1 just after Shetland finishes running off at the
mouth. ASAP enter the Cams feed, locate RBG#1, you want to use the cams to lure
him back down toward the EP. He'll be on Wkwy#1 and close to the cams, tap the
cam below the Wkwy and near the stairs 1 time. When he gets close to the bottom
of the stairs tap the cam beside the cage 1 time. Ensure he's moving toward the
cam and or into the cage then X out and move to and climb the stairs. Climb
over the machine and drop to the floor beside Bomb#2. Check RBG#1 to ensure
he's stationary then begin disarming Bomb#2. "SAVE" during the disarming
sequence.
Once disabled, enter the Cams feed, RBGs#2 and 3 are now on the stairs and or
Wkwy. Lure them back to the EP, if they're close to the top of the stairs tap
the cam under the Wkwy and stairs 1 time. If one is further along the Wkwy
press the cam at the top of the stairs 1 time, as they both backtrack to the
noise; tap the cam below the Wkwy and stairs 1 time. ASAP X out, back away from
Bomb#2 and the Wkwy above, stand then move forward and jump, hoist up, QQC
toward Bomb#3. At Bomb#3 access the cams, if any of the BGs are moving up the
stairs tap one of the EP level cams 1 time to move the BGs away and down from
Wkwy#1. Begin the disarming sequence and "SAVE" during it, you'll have no time
when finished to access the cams.
(NOTE)
This is going to be way hard and frustrating, it took many tries to get right,
and in general the odds of success are about 50/50. On this last rewrite nearly
half the time the exit door remained open.
______________________________________
You'll finish up just after Shetty exits the room, orient your camera to below
and to the right of the bags sitting on the Wkwy, this'll get you moving and
not grab the Wkwy as you drop to the floor below. FC to the stairs beside the
vertical tank, stay close to the tanks as you FC up the stairs. Stop a step or
2 from the top; you need to see the XP door open and RBG#4 as he enters the
room. He'll take a step or 2 into the furnace room and stop for a second or 2
then head right along the WKWY.
As he begins turning right MBSA to the XP, stay along the right side of the
WKWY; you may hear #4 make comment, when about half to 2/3 along the WKWY, he
may comment again on hearing something. Slow down to a QQC, to the XP, if
you're lucky the door will still be open. Exit the room; go after Shepard to
end the level.
(NOTE) 2/24/17
With the new route through the Furnace room and my inexperience playing, (not
since late 2012) I added another 4 minutes to my previous best time. On a high
note, I did eliminate 3 shockers and 3 KOs from my list, the only drawback is
the increased distraction count.
Regarding the manipulation of the 3 RBGs in the Furnace room with the S Cams
regardless of how many cameras I tap to position RBG#1 out of Sam's way, it's
counted as 1 distraction. The same goes for RBGs#2 and 3 to get them back to
the main floor and later still to move all 3 RBGs to a position of safety for
Sam's unhindered movements. The number of distractions can vary depending on
the movements of the individual RBGs and again as a group.
______________________________________
Best time 22:21
K 1
Smoke 1
S Cams 3
Dists 8
All objectives complete 100 percent.
_______________________________________________________________________________
CT10. KOKUBO SOSHO
Recommended
Locate the hostages, access the server room
CT10a, Eaves drop on the war room, Stop the launch, retrieve Otomo
(SAVE)
Excluding the 2 meanest keypads in the game this level is kind of like a
vacation compared to Bath house. If you could exclude the rantings of Adm.
Otomo which total about 5 minutes you could do CT10 well under 11 minutes.
(NOTE)
11/7/12
I made a minor route change to the big duct on the right; it gets you inside a
couple seconds sooner. Every move up to the Jazzman must be perfect.
2/27/17
New route through large red room and eliminating 1 distraction
Looks like another alley for Sam! Run toward the large overhead door, stop at
and flip the door switch on the left, Run to the right side of the rising door,
pull the pistol and OCP the red light on the wall to Sam's left. Crouch, go NV
and enter the tunnel, QC directly across to the other wall turn right then
hold. The 2 RBGs will comment on the door and light as they approach the door.
Look to the floor to the left of the RBGs for the IR beam emanating from the
wall camera in the niche ahead and to Sam's right.
QC toward the left side of the approaching RBGs, ensure the IR beam is swinging
away to Sam's left and avoid it as you QC toward the niche. Ensure you remain
below ambient till you're completely past the niche. Remain on the floor
throughout the following maneuver. Dip into the niche and circle CCw to the
pillar, stay tight to the pillar as you QC around it. The IR beam will be
pointing directly across the tunnel as you continue past the pillar toward the
duct. Once past the railing to Sam's right stand and run the remainder to the
duct.
Quickly pass through the duct, locate and FC to the front of the pipe then jump
up and climb the pipe to the janitor's office. Once at the top, QQC to the
door, jump up and over the wall and drop to the floor in the HLWY. QC to the
janitor's 4:00, (under the skooch pipe) and jump up including legs then mad
skooch past the yellow wet floor sign further along the HLWY.
Once past the warning sign drop to the floor; FC into the HLWY, turn right,
then locate the wall vent around the corner and hop in. Drop down into the
room; QQC the perimeter CCw to the planting bed then follow the dark lane to
the left side of the pillar. As Mr. Grumpy Gills turns away QC CCw into and
then out of the ferns to the hostages 6:00. Speed talk them then exit the room
from the way you entered. Once you're back along the shelving stand and run to
the vent then exit the room.
Once Sam is out of the vent run around the glass enclosure, drop to QQC then to
QC as you round the last corner to the balcony. Locate and QC to the baluster
on the railing between the wall on the right and the stair platform on the
left. Hop over the railing and complete successive HDHs to the floor; QQC
toward the talking BG and turn right between the security stiles. QQC left into
the disabled security area, circle the perimeter and stop short of the opening
to the escalator. Wait for the security door to close to FC into the escalator.
(NOTE)
For speeding sake, this next maneuver requires a light distraction from the top
of the escalator. The IR security beam at the base of the elevator must sync up
with your descent to the base and the RBGs walking away to their patrol routes.
However if the IR beam is turning Cw and just entering the area at the base of
the escalator as Sam arrives and the RBGs begin walking away you're screwed.
You'll be forced back up the escalator a few feet till the beam passes killing
any value to the distraction. If everything works it can eliminate about 25
seconds off the clock
For stealth's sake the maneuver is slower and done minus the distraction.
______________________________________
On the right, (down side) of the escalator there are 3 dark spots along the
wall, you want to be in the 2nd dark spot. QQC down the right side of the
escalator, about a 1/3 of the way down stop against the wall and turn around.
Once the escalator has moved Sam down into the 2nd dark area begin walking back
up the escalator. You must find the balance point where Sam's up speed is equal
to the down speed of the escalator and he stays in place in the dark area and
is silent to boot.
Once the RBGs begin walking away one will walk up the escalator and one will
walk to Sam's left. Wait for the approaching RBG to be beside Sam to stop Sam
from walking. As the escalator drags Sam down move to the rail separating the 2
sides and look for the RBG that went left at the base of the escalator to
reappear. Once the RBG has passed by the escalator's middle railing begin
walking to the bottom of the escalator. If the IR beam is blocking Sam's path
remain about 3 feet from the base to avoid the beam.
(NOTE)
From one play through to the next, the security beam can rotate Cw or CCw. You
need to determine ASAP whether you can wait for the beam to clear away from
your path around the corner to the steps leading to the server room or not. A
quick discovery will allow you to decide whether to circle the beam Cw or CCw
or to go left to the side of the elevators then to follow the RBG that patrols
to the server room steps.
______________________________________
Decide which way to circle the beam if required, wait for it to clear from the
shortest patch or take the long route around the elevators. Either route you
take, you end up beside the base of the stairs or stuck to the wall under the
security keypad.
(SAVE)
(Note)
I suggest saving here and before every keypad for one reason, the keypad for
this security door is nasty fast and you can't lock number sets down. If you
EEV you have a total of 6 seconds to solve the code before the timer runs out,
2 of those seconds are in the counters red zone. If you access it directly at
best you have 7 seconds. In either case if you haven't found and aren't
clicking to the correct number combination before the counter is in the red
zone "X" out to avoid alerting the RBGs.
Keep trying in that fashion until you solve the pass code. Once solved, swing
the camera back toward the stairs to ensure neither of the RBGs is facing Sam
then FC through the security door into the next area.
______________________________________
(SAVE)
Locate the keypad on the server room door and Hack it. When you solve the
keypad go NV and back away from the door a few feet, then scan the wall, it'll
help you to see the scanning beam and its rotation ASAP. Note its direction and
let it pass by, open the door when clear and locate both beams. The 2 domes
spin Cw and or CCw and counter spin from each other; follow the spin to the
target server when clear. Exit the room at a run and close the door on your way
out.
CT10a, Eaves drop on the war room, Stop the launch, retrieve Otomo
Drop to FC as you exit the room into the HLWY; return to the glass security
door stay tight to the wall on the right. If no RBGs are approaching the stairs
pass through the door then go left to the side of the stairs and hold. Allow
both RBGs to clear from your path to the large sliding doors across from the
elevators. Lately, I've been following RBG#3 to the large sliding doors on the
right.
2/27/17
New route through large red room and eliminating 1 distraction
Once inside MBSA to the right side of the large red room, turn left along the
wall, stick and slide toward the security dome. RBG#4 will be advancing or
retreating along aisle#1, release from the wall when he turns away and QQC
along the exterior wall toward the security dome. Wait a sec after #2 turns
left at the end of aisle#1 to OCP the security dome, then MBSA to the corner.
Boo the corner, BG#5 is facing away and #4 is walking away, MBSA along the wall
toward the 2 BGs till you're crouching below the gap in the duct above you. QC
to the ledge closest to BG#5 then stand hop up and hoist up into the duct.
Locate the vent and climb in for the recording of Otomo.
Once you have accessed the laptop near the general back out of the vent as far
as the game will allow, when Otomo is done the game will release you then back
out to the large duct. Go IR notice that BG#5 is still oriented in the same
direction, if RBG#4 is present wait for him to round one of the corners,
(preferably the corner near #5). Move tight to the vent wall, drop to the floor
then turn left and QC straight to cover. Turn right at the wall MBSA to the
corner then face aisle#1. OCP the security dome when aisle#1 is clear then MBSA
along #1; stand and run toward the large sliding doors when past the corner.
Roll into an FC just before the corner leading to the XP then QC to the left
side of the large sliding doors.
Stick and move close to the doors eventually you'll hear footsteps and or the
doors may open. When the doors slide open note which direction RBG#3 is
walking, when safe peek around the door to see if #2 is approaching the corner,
walking away or meeting up with #3. In any case when clear QQC to the elevator
and ride it down. Crouch over the trapdoor and drop through when it falls away.
Fast tap "B" to make successive quick drops to the bottom. Climb out Creep left
around the square. Locate the 3 RBGs planting mines, drift to the perimeter
wall and continue to the security door. Enter, jump the rail, flip the switch
beside the EP and hop back over. You may hear comment from one of the RBGs
ignore them, they ignore you.
Stand and run through the exit turn right and hop over the railing. MBSA to the
other side of the raised floor, hop onto and over the table into the trough.
Climb out of the trough, QC over to the railing beside the target comp and hop
over.
(SAVE)
Access it for ISDF data. Plant the bomb, hop over the railing QC to the trough
drop down into it then detonate. MBSA to the end of the trough and hop out, QC
up the steps and around the corner, stand and run to Otomo. When Otomo is done
with his soliloquy and obligatory seppuku run to the glass door and into the
room when it opens, locate the crawlspace, FC to the end and climb out. Run to
and save Otomo, plant the charge on the window and stand clear. Once it blows
move in front and begin tapping "A" to get to the stat screen.
Fini!
Best time 15:47
Average time 19:11
Dists 2
All objectives complete 100 percent
_______________________________________________________________________________
6. END GAME STATS
_______________________________________________________________________________
Best Total Time 2:12:44
Kills, 3
KOs, 3
Smoke 1
S Cams 3
Distractions 20-21